It is interesting to see the many different approaches to Project 2.
In Prison Break, players in the prison need to escape from the Prison within the time limit. In order to do that, they are supposed to complete a set of puzzles. But is there much choices available for the player? Is this an example of power play? Here, players will be given instruction on how to play the game but there are given little to no choices on how to escape out of the game. In the eventual product, the player will feel the tension to escape out of the game given the time limit. This makes me wonder whether is there any other elements which are as big a contributor as interactivity in gameplay.
I mentioned in last week's blog that good visual graphic effects, sound effects, speed and time will increase the game elements in a game-story. These are not choices, yet why does these make a player attracted to the game? Can these serve as a distractors as well? I would yes and no. It can serve as a distractors if the effects are irrelevent to the atmosphere of the story. However, if the effects suit the game-story well, then it will serve as an immersive factors which will give enhance the play element of the game-story. These immersive factors keep the player focus on the game-story. Once the player's mind wonders off, he can easily focus back on the game-story with just a look on the screen.
The success of power play shows that immersive experience is an important part of the game-story. In power play, players can experience the real physical effect of the game he/she is playing compared to the imaginary effect provided by the computer. The players will feel tired. Rules and goals can be implemented. And there can be win/lose as well - If there are a number of players playing the game, the winner will the one to reach the destination or completing the tasks assigned in the fastest possible time. Choices which can allows more intereactivity can also be included in the power play - the choices can be the way the players complete the task, or the paths they choose to arrive at the destination. These will directly influence the physical, mental and emotional state of the player. If player chooses a long route instead of a short one, then, he might get tired and frustrated. But he has nobody to blame except himself as his choices determine the outcome of the game-story.
This brings me to think that Amazing Race is an example of power play and it has generated a large number of followers. Perhaps immersive effects and interactivity are equally important elements in gameplay.
Tuesday, October 30, 2007
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Yes, I'd agree - immersion and interaction are both very important for gameplay. You've done a good job of discussing and distinguishing between the two. What I feel, unfortunately, often happens when people discuss these issues is they conflate immersion and interaction - they fail to see that these are two different, but inter-related, elements of the game experience. Its possible to have a highly interactive, but non-immersive, game (such as a text adventure), and similarly to have a highly immersive, but non-interactive, experience (a movie)...
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