And Further Outward Still
Last week, I talked about the processes I've been using to communicate design ideas with other people on my team. Today, I want to discuss applying those same lessons to communicating outward to the audience. To quote Jaime Griesemer again, "A tool that is useful for generating an idea is rarely useful for communicating it effectively."
My experience in game design started with tabletop RPGs (and persists to this day, and it's something I wish more professional game developers spent time with) and this is a phenomenon I've not only seen bog down many a game, but I've committed such transgression myself on more than one occasion. The motivation is simple enough- the GM wants to tell a compelling, rich tale, so they end up writing pages upon pages of backstory with little regard to how relevant any of it will be to the players.
The question running through most players heads will be, "Why should I care?" This isn't a cynical thought, it's a necessary thought process. Players exist in a state of constant triage. Even in a digital game, they're bombarded with new information. They're trying to sort out the verbs they possess, the place they're in, the characters they are meeting, etc. During the process of creation, the GM/designer ought to bear in mind that same question, "Why should the player care about this?" If the only answers to be found are "Because we told them to," it's time to start editing and paring.
As is so often the case, it's a matter of perspective and habituation. The creators have this information so entrenched, it's impossible to ever come at it again tabula rasa. What seem like a few small but "important" details are just noise in the din on everything they're being asked to take in. It's challenging but vital to keep coming back to "Why should the player care?" Ask other people on the team, get them invested. The key is to ensure you can enunciate what reasons the player has to be interested and how what they're being presented with meshes with those desires.
Of course, I'm speaking in absolutes, but there will always be some folks invested in everything right out of the gate, and others that will never be attached. But there's a great wash of folks in the middle and we want to entice, not overwhelm and ignore, as many of them as possible. And different notes appeal to different people. But I'd say it's a safe bet, and this is the point Jeff Kaplan was making about WoW, the number of people who care why they're rounding up twenty orc snouts would be dwarfed (horrible pun intended) by the number of people who only care about the reward.
I'm going to expand this into one post further still, because there are two severe and unfortunate consequences of this excess of information, and it's more worrying than people skipping quest descriptions (that's just wasted effort and, at worst, missed opportunity). I feel they deserve greater emphasis, so I'll leave them for next week.
1 Comments:
I've been playing a lot of Dragon Age 2 recently, and just like the first game there is a lot of lore within the game world that doesn't necessarily impact your gameplay experience directly. I'll be running around finding different objects and books that you can look at, but I usually skip reading the long paragraphs because I want to get to the action!
The great thing about this is your journal. All the codex you find is saved. If I'm really interested in a certain piece of lore I can quickly pull it up through my journal. I love this feature because say the codex wasn't saved. I would feel obligated to read every one. Why? What if there is some lore that's really interesting? I don't want to miss it!
But on a more realistic note, I'd probably start skipping all of them; meaning that all that work to create so much lore was wasted.
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