Re: 198 - Branching Postmortem
Posted: Thu Oct 23, 2014 12:34 pm
so you made the choice to eliminate the feeling of the player having a choice, even at points where the player was making a choice. This makes them feel disempowered.
I guess I am not quite grasping how this would make logical sense to the player based on the rest of the game.
the player begins the game and has the choice of where to go and what to do. they have the choice to interact with dolls or paintings to view them. they have the choice to locate the certain key items and proceed through the game or to continue exploring without them and get them later. They even have the choice of how to best deal with enemies and not get killed (or to just run at them and die).
But after all this, when they get to the latter part of the game where their choice REALLY matters to the final stages and direction of the game, you want to disempower them by making their choice invisible. Because it adds to the themes of the game.
This same theme of disempowerment that made the ability to sprint limited. That chose enemies to be one hit kills with no method to fend them off. That gave no weapons or abilities to the player besides walking and avoidance. That set certain moments in the game as such the player HAS to die.
This reminds me of how there is a fundamental different in how attractions are listed at theme parks, carnivals, faires, and similar venu's. They have "games" and they have "rides". Games are challenges that people can partake of where there are elements of chance, skill, competition, reward, and potentially higher escalating stakes. Then there are rides/attractions, which offer participants a chance to be guided/forced/flung in various ways to thrill, scare, frighten, excite or entertain them as they sit and go through the paces (or walk through a fun house). It could be anything from a rollercoaster to sitting for a live stunt show.
I think it is fair to say that with rides/attractions are fairly disempowering, and so their impact can be magnified significantly. WHen you get on the coaster, you have no real way to make it stop, slow it down, get off, or control the experience. you just have to go along it. When you sit down for a show you have about as much control (except you can try to leave). You previously mentioned NeN was not unlike a fun house, where you just move through things and deal with the creepiness and scary atmosphere. You wanted to immerse the viewer into a forced oppressive and nightmarish experience where they had little ability other than to just move through it and so understand better what it was like to have such nightmares and obsessions.
Whereas games are, to some degree, empowering because it requires interaction, skill, thought, objectives, planning, and often a system of challenges and payoffs (or goals). Video games are often not so different.
What you have created in NeN where it lay somewhere in the middle, and it feels like the motivations of having the game making the player disempowered and forced to walk through the funhouse, but also claims it is a game where you would expect "gameisms" to occur, are completely clashing conceptually. If it is a game, why are you averse to having most "game" aspects like screen prompts/interactions/clear choices/narrative/rewards/character progression/etc etc. If you want complete immersion, why add in elements of puzzles and some unnecessary interaction and call it a game? Why give the characters names and voices? How are we to immerse ourselves into the moment and become the character if they themselves have their own defining traits? IF you didn't want it to have a central clear narrative, why do we have characters and a sense of narrative in place (albeit jumbled and vague)?
I guess there are so many mixed messages in NeN that I can't grasp at anything solid. Maybe that too is you putting an invisible choice out there: believe it is a game or believe it is an immersive experience.
Don't worry, I don't expect you to reply to this. it is more me talking out loud (or typing out loud?) in an effort to rationalize the dissonance I am seeing and understand it. I'm just doing it on here in case you might get something from it yourself.
I guess I am not quite grasping how this would make logical sense to the player based on the rest of the game.
the player begins the game and has the choice of where to go and what to do. they have the choice to interact with dolls or paintings to view them. they have the choice to locate the certain key items and proceed through the game or to continue exploring without them and get them later. They even have the choice of how to best deal with enemies and not get killed (or to just run at them and die).
But after all this, when they get to the latter part of the game where their choice REALLY matters to the final stages and direction of the game, you want to disempower them by making their choice invisible. Because it adds to the themes of the game.
This same theme of disempowerment that made the ability to sprint limited. That chose enemies to be one hit kills with no method to fend them off. That gave no weapons or abilities to the player besides walking and avoidance. That set certain moments in the game as such the player HAS to die.
This reminds me of how there is a fundamental different in how attractions are listed at theme parks, carnivals, faires, and similar venu's. They have "games" and they have "rides". Games are challenges that people can partake of where there are elements of chance, skill, competition, reward, and potentially higher escalating stakes. Then there are rides/attractions, which offer participants a chance to be guided/forced/flung in various ways to thrill, scare, frighten, excite or entertain them as they sit and go through the paces (or walk through a fun house). It could be anything from a rollercoaster to sitting for a live stunt show.
I think it is fair to say that with rides/attractions are fairly disempowering, and so their impact can be magnified significantly. WHen you get on the coaster, you have no real way to make it stop, slow it down, get off, or control the experience. you just have to go along it. When you sit down for a show you have about as much control (except you can try to leave). You previously mentioned NeN was not unlike a fun house, where you just move through things and deal with the creepiness and scary atmosphere. You wanted to immerse the viewer into a forced oppressive and nightmarish experience where they had little ability other than to just move through it and so understand better what it was like to have such nightmares and obsessions.
Whereas games are, to some degree, empowering because it requires interaction, skill, thought, objectives, planning, and often a system of challenges and payoffs (or goals). Video games are often not so different.
What you have created in NeN where it lay somewhere in the middle, and it feels like the motivations of having the game making the player disempowered and forced to walk through the funhouse, but also claims it is a game where you would expect "gameisms" to occur, are completely clashing conceptually. If it is a game, why are you averse to having most "game" aspects like screen prompts/interactions/clear choices/narrative/rewards/character progression/etc etc. If you want complete immersion, why add in elements of puzzles and some unnecessary interaction and call it a game? Why give the characters names and voices? How are we to immerse ourselves into the moment and become the character if they themselves have their own defining traits? IF you didn't want it to have a central clear narrative, why do we have characters and a sense of narrative in place (albeit jumbled and vague)?
I guess there are so many mixed messages in NeN that I can't grasp at anything solid. Maybe that too is you putting an invisible choice out there: believe it is a game or believe it is an immersive experience.
Don't worry, I don't expect you to reply to this. it is more me talking out loud (or typing out loud?) in an effort to rationalize the dissonance I am seeing and understand it. I'm just doing it on here in case you might get something from it yourself.