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IF
Title Design 101
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13 December 2006
by Mike Rozak
Discuss on www.mXac.net/forums
This article is a follow-up to my Quest
design 101 writeup, and attempts to describe how to design an interactive-fiction
title. The same guidelines apply to CRPGs, MMORPGs, FPSs, and other avatar games.
The player can change the world in meaningful
ways...
By the time the player "completes" the IF title, they
should have changed the world in a "meaningful" way:
- Change may not be as grand as saving the world
from the evil overlord. It could be as "simple" as reinvigorating a run-down
neighbourhood, or helping two NPCs to marry and live happily ever after.
- NPCs personality arcs might be part of the
"change". See Neverwinter Nights 2 Analysis.
- The player's character might also change.
Because world-change is impossible in most MMORPGs, player-character change is the
dominant type of change, followed by changes in player-to-player relationships.
- "Meaningful change"
depends upon the player. Some players find meaning in saving the world from the evil
overlord, while others are happy to act as matchmaker and don't give a damn about the evil
overlord.
- Choices are
important:
- Ideally, players should have a choice
of what type of meaningful change they wish to cause. Some may wish to overthrow
the evil overlord, while others might wish to become his right-hand man.
- Sympathetic goals can
encourage the player to want to change the world in ways that the world can actually be
changed; after all, a virtual world is limited.
- Meaningful choices produce an exponential explosion of
alternate realities that an author needs to design and implement. If every
meaningful choice has just two outcomes, then a series of eight meaningful choices results
in 256 (2 ^ 8) alternative realities! Consequently, shorter games (2-6 hours long)
can include a higher density of hand-coded meaningful choices than long games
before they are overwhelmed. Long games typically put meaningful choices in sub-quests (which makes the choices less meaningful
because their effects are then limited to the quest's NPCs) or emphasise procedural content (which makes every choice
meaningful, but creates a shallower world).
- Ideally, players should have a choice
about how they wish to cause the change. Some may prefer overthrowing the
evil overlord with political subterfuge, while others might take the classic "kill
masses of evil minions" approach.
- Of course, such change should be possible using the
game's mechanics. Fighting games allow players to change the world through
combat, platformers allow change by jumping, dating games via romance, etc.
- Feedback should be provided about how well the
player is progressing in their change.
The world changes the player in meaningful ways...
The world should change the player, not just the player's
character:
- Much of the player's "change" takes the form of
learning knowledge (stickybeaking):
- To repeat a writer's maxim, "Show, don't tell."
The player should see that the overlord is evil, not just hear that he is.
- The knowledge should be interesting to the
player. (Everyone has their own definition of what's interesting, though.)
- Ideally, the knowledge can help the player during
gameplay. For example: Backstory that doesn't improve gameplay won't interest
many players.
- Knowledge should be doled out gradually
throughout the game.
- Emotions
- Memories and memes
- The world should include some memorable game
moments/events.
- The world should include some memorable characters.
- The world should include some memorable places.
Players can change and be changed by other
players...
If the interactive fiction title is multiplayer, then:
- Players should be able to interact with one
another.
- Players should be able to work with one
another.
- Players should be able to work against one
another; this should not be limited to just PvP combat.
Change, in general
Not all players are interested in the same amount and type of
change. Using a distortion of Richard Bartle's player models:
- Achievers want to change the world (or at least
their character's rank within the world).
- Explorers want the world to change them (or at
least increase their understanding of the world).
- Griefers want to change other players (or at
least dominate them).
- Socialisers want to be changed by other players
(to an extent).
Immersion
The world should be immersive:
- The world should be dynamic, interesting, and believable,
not one that is sitting around waiting for the player catch all its rats.
- It should have interesting and believable NPCs
with fleshed out personalities and lives.
- The world should include an interesting and believable
backstory delivered to the player in an entertaining manner.
- Mentally challenging sub-games (flow) or puzzles.
- Sympathetic goals.
- Eye candy helps.
- Each player's definition of immersion is different.
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