Mostrando postagens com marcador rules. Mostrar todas as postagens
Mostrando postagens com marcador rules. Mostrar todas as postagens

quinta-feira, 22 de agosto de 2013

The delicate balance between challenges, narrative and rules

At this moment I’m playing again ALAN WAKE (Xbox 360, Remedy Entertainment /Microsoft Game Studios, 2010). The game is a third person psychological horror thriller about novelist Alan Wake, as he tries to uncover the mystery behind his wife's disappearance, during a vacation in the small fictional town of Bright Falls. During the game, Alan is transported to a kind of dark dimension where stories from his horror books become real.

The game is one of my favourites and it offers an awesome experience to the player with a perfect blend between the puzzles/challenges/enemies, the narrative and the rules/mechanics.



In ALAN WAKE the ammo is limited, the creatures are in great number and, frequently, you need to run instead of fight. The game dynamics creates an atmosphere of tension all the time and in the end of each chapter you can relax a little bit enjoying the game's good soundtrack (‘Up Jumped the Devil’ by Nick Cave and the Bad Seeds is included). The transition between the chapters is very creative and uses a language of TV show to create immersion for the player.

ALAN WAKE’s experience offers to the players a very special way to enjoy a good narrative inside a game. But it is important to remember that this experience is commanded by rules that create bounds in the game’s universe.



Jesper Jull (2005, p.5), in his book ‘Half-Real’, says, “the rules of a game provide the player with challenges that the player cannot trivially overcome. It is basic paradox of games that while the rules themselves are generally definite, unambiguous, and easy to use, the enjoyment of a game depends on these easy-to-use rules presenting challenges that cannot be easily overcome. Playing a game is an activity of improving skills in order to overcome these challenges, and playing a game is therefore fundamentally a learning experience.”

And this ‘learning experience’ is fundamental in games like ALAN WAKE because it generates the process of immersion required in good horror stories like this one.

On the other hand, Linda Hughes (1999, p.94) says that “Game rules can be interpreted and reinterpreted toward preferred meanings and purposes, selectively invoked or ignored, challenged or defended, changed or enforced to suit the collective goals or different groups of players. In short, players can take the same game and collectively make of it strikingly different experiences”

One thing is certain: to create balance between challenges, narrative and rules, a lot of time* is necessary for beta testing sessions. Patience and deep research are the pillars for good game design.

Check the game trailer below:


*ALAN WAKE took five years to be produced.



References:

HUGHES, Linda A. Children’s games and gaming. IN: SUTTON-SMITH, Brian; MECHLING Jay; JOHNSON, Thomas; MCMAHON, Felicia. Children’s Folklore. Utah: Utah University Press, 1999. (93-119)

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.

quarta-feira, 20 de fevereiro de 2013

Rules and fiction

Picture the following scene: two chess players fully focused on the war for territory over the board. There's no music, there's no battle sounds and there's no special effects following every moving piece. There is only an ecosystem formed by two players immersed in an atmosphere of tension/concentration and sculpted wooden pieces. Both are skilled players and few hours from the beginning of the match, the player with the black pieces checkmates he opponent. They greet each other and now it's time to relax and discuss about the right and wrong movements.

Now, let's picture another scene: it's late night in a big city. Inside a small apartment we can see a lone player sweating while he looks to the TV screen (no, it is not a porn movie). Right now he is a member of the Assassin's Creed and has an important mission to achieve: kill a famous noble from a medieval court. The player drives the character sneaking it through a wooden beam in the ceiling of the medieval court, using the commands of the Xbox 360 gamepad. The soundtrack begins to rise, it is possible to hear the sounds of each step on the rotten wooden floor, the scenario is full 3D and each detail was recreated as state of the art. The player prepares a complex sequence of commands to complete his mission and the character takes a fatal leap behind the noble and cuts his throat. A short movie is exhibited and the player runs to his secret base.

There is a broad discussion inside the field of game design about its rules and fiction. There's a balance between them: Is "Assassin's Creed" more immersive than Chess? Is Chess more strategic than "Assassin's Creed"?

We don't have precise answers for these questions. In game design we are working, all the time, with subjective ideas and different kinds of players. It's important to have in mind that games are systems of meaning.


As Juul (2005, p.163) says, rules and fiction interact, compete, and complement each other. A video game may project a world and the game may be played in only a part of this fictional world. Examining a number of game examples in detail, it turns out that fiction in video games plays an important role in making the player understand the rules of the game. A statement about a fictional character in a game is half-real, since it may describe both an fictional entity and the actual rules of a game.

In the game design process, the game designer must select which aspects of the fictional world to actually implement in the game rules.

Now on to your opinion!



Reference:

JUUL, Jesper. Half-Real: Video Games between Real Rules and Fictional Worlds. USA: MIT Press, 2005.