Design Principles Related to Narrative Design in Games
As a requirement in my latest class, a classmate and I (Daniel Lima) created a document outlining design principles directly related to Narratives in video games so I thought it would be an interesting thing to share with you all.
Introduction
I. Storytelling
What is it?
Why is it important?
Who does it well?
Life is Strange does an excellent job at structuring a story for players to experience. While the setting is not the most innovative thing about the game, the character interactions, pacing, and plot is where this game shines. There is plenty of foreshadowing, the characters act in realistic ways to the events of the game, the music pairs perfectly with what is currently happening and enhances the player’s experience.
II. Archetypes
What is it?
Why is it important?
Who does it well?
Takeaway
III. Progressive Disclosure
What is it?
Why is it important?
Who does it well?
Takeaway
IV. Wayfinding
Why is it important?
Who does it well?
Takeaway
V. Nudge
What is it?
Why is it important?
Who does it poorly?
Takeaway
VI. Immersion
What is it?
Why is it important?
Who does it well?
Who does it poorly?
Takeaway
VII. Framing
What is it?
Why is it important?
Who does it well?
Who does it poorly?
Takeaway
VIII. Depth of Processing
What is it?
Why is it important?
Who does it well?
Takeaway
IX. Forgiveness
What is it?
Why is it important?
Takeaway
X. Legibility
What is it?
Why is it important?
Who does it well?
Who does it poorly?
Takeaway
References
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One
of the biggest challenges of conveying a compelling narrative in games, as
opposed to a book, movie, or show, is that the director or writer has control
over how the story is going to be experienced by the user. In games however,
the user has control over how he or she will experience the story. On top of
that, a typical movie will last around two hours, while a game could last
anywhere from a couple minutes to hundreds of hours. Games don’t have a fixed
length, and a story that is experienced by a user in eight hours could be
experienced by another user in fifty hours. Players can get lost and not know
how to continue the story, and they can get distracted and pursue other goals
and side quests within the game world. In summary, the ability of the player to
progress through the game, as well as their intentions and preferences while
playing, are all determining factors on how the narrative will be experienced.
Those
factors and differences that games show in comparison to other forms of
storytelling mediums have posed a series of challenges for designers throughout
the years. This paper aims to present some concepts and design principles that
can be studied and used by designers in order to minimize some of these issues,
and allow for more captivating stories in games. All the principles presented
were extracted from the book Universal
Principles of Design (Lidwell, Holden & Butler, 2010).
I. Storytelling
What is it?
A method
of creating imagery, emotions, and understanding of events through an
interaction between a storyteller and an audience.
Storytelling is comprised of the several
fundamental elements:
●
Setting - Orients the audience, providing a sense of
time and place for the story
Creating a “good” setting for a story can be
quite challenging as it is often easy to fall into “cliche” or “overdone”
settings that players have experience time and time again. A good way to
circumvent creating “generic” settings is to combine aspects of different
settings together (like Horizon: Zero
Dawn) or have a setting in mind and throw in some “malevolent or mysterious
force”. It is also important to mention that people have a wide range of
preferences, so it important to keep your target audience in mind. Providing
well-written and fleshed-out backstories for characters and the world they
inhabit is another way to create an interesting setting.
●
Characters - Allow for players to
identify with, and get involved in the story, and how the story becomes
relevant to the player
Creating “good” characters is even more
difficult than creating a “good” setting. Designing characters to have
“realistic” emotions and “realistic” interactions with other characters is
often noted as the “best way” to create “good” characters. Characters need to
be the vessel in which the story progresses. A good way to create “good”
characters is to utilize the framework of the “Hero’s Journey” in which a
character progresses through “12 steps” throughout their journey in the plot.
●
Plot - Ties the events in the story together, and
is the channel through which the story can flow.
It is often times hard to separate plot from
characters as the plot of a story is told through the actions of the characters.
As such, Sikora (2002) identifies two ways that plots and narratives can be
told, “Plot-based narratives” and “character-based narratives” (as cited in
Dickens, 2005). . Plot-based narratives involve a series of “complex scenarios
with a broad scale and a multitude of characters”; while character-based
narratives involve “the development of detailed characters… [as well as
allowing] players identify and take on the role of a character within a game”.
Plot-based narratives focus largely on the plot itself, rather than the
characters themselves; the characters are a vehicle in which the plot is able
to progress (Character Driven v. Plot Driven, 2014). Whereas in character-based
narratives, the characters are the main focus while the plot is shaped by the
attitudes, and decisions of the characters (Character Driven v. Plot Driven,
2014). Like previously stated, the use of the “Hero’s Journey” can be a very
useful framework to organize a video game’s story off of.
●
Invisibility - The awareness of
the storyteller fades as the audience focuses on a good story. When engaged in
a good movie or book, the existence of the medium is forgotten.
The concept of “Invisibility” is quite similar
to concept of “immersion” or how players can become so engrossed in a medium
that they consciously or subconsciously believe they are “in” the medium. Some
of the best ways to increase “invisibility” is to reduce the number of
breakages or pauses in gameplay, leading to a seamless experience for players.
●
Mood - Music, lighting, and style
of prose create the emotional tone of the story
Creating a “good” mood in a game can be quite
challenging as it requires the combination of a variety of elements from a
variety of disciplines on a video game development team. However, when these elements combine they can create
drastic effects in users.
Music, or lack thereof,
can cause physiological and psychological changes in listeners and therefore
alter emotional states in individuals, especially as they relate to specific
events and characters in media (Bartlett, 1999; Scherer & Zentner, 2001;
Scherer, 2004). Hoeckner et al., found that thriller music in films can
significantly lower the likability of characters, the certainty about
characters’ thoughts, increase anger, and lower sadness compared to
melodramatic music, and no music (2011). Writing music and triggering that
music at the appropriate times can go a long way in eliciting the desired
emotions that a designer wants a player to experience during gameplay.
Lighting can also play a
huge role in conveying mood, tension, and emotions, and thoughts to players
(El-Nasr et al., n.d.; Grodal, 2005; Lindgren, 1970; Light up your world,
2014). The use of shadows and different lighting can create “ominous” moods and
can let players know that certain characters are “mysterious” or “evil”.
Designing games to take advantage of these effects in imperative and can better
engage players in a story.
Lastly, style of prose
is not all too relevant to video games themselves, however the way certain
characters speak, can enhance player’s feelings about them, and/or provide them
with more context on who this character is and where they came from.
●
Movement - In a good story, the
sequence and flow of events is clear and interesting. The storyline doesn’t
stall.
This is possibly the hardest thing to do in
video games as players are the ones who set the pace of the video game. As this
is so difficult to do, there is not a “right” way to keep players moving
through a story, however many techniques can be utilized. Having characters or
UI elements “remind” the player that “they should really get moving” can allow
players to continue forward with the story.
Why is it important?
Storytelling is the way games entice the
player to play the game. Games that are not able to engross players into the
story mean that players will not finish the game and move onto something else
Who does it well?
Life is Strange does an excellent job at structuring a story for players to experience. While the setting is not the most innovative thing about the game, the character interactions, pacing, and plot is where this game shines. There is plenty of foreshadowing, the characters act in realistic ways to the events of the game, the music pairs perfectly with what is currently happening and enhances the player’s experience.
The game chugs along at a steady pace, and
whenever the player is “sitting around doing nothing”, Max, the main character,
will remind the player that “you should really get moving”. When I was playing
Life is Strange I simply could not put the game down, I was in completely
immersed and wanted to see how the game would progress. I easily connected to
the characters in the game due to my age, and interests, but it was mainly due
to how they were written, and reminded me of people I had met while still in high
school myself.
Who does it poorly?
Call of
Duty: Modern Warfare 2’s story is a good example of
how a poor plot can disengage players from a game. The plot in Modern Warfare 2
is a confusing mess that is difficult to follow what is going on. You and your
squad travel to different areas of the world to do complete tasks that do not
seem very well connected at all.
You go to the Tian Shan mountains to recover a
tech module, then are sent on an undercover mission in Moscow where you
massacre innocents at an airport, you then go to Rio De Janeiro, followed by
going to a Russian gulag, and then you defend Washington D.C. from a Russian
invasion. All
throughout which, characters betray you, plot twists that are poorly
foreshadowed and seem like they came out of nowhere, and character deaths don’t
have the effect they should as there was not enough character development to
feel attached to them at all.
Takeaway
Making sure a game has a coherent plot, and
interesting characters is extremely important when designing games. Utilizing
frameworks such as “The Hero’s Journey” is a great way to structure a plot in a
video game and can inspire character interactions and plot twists that can
better engage players. Making sure the game flows smoothly from one section to
the next is imperative to keeping player’s interest in playing the game; if a
game becomes too slow or too fast, players might become bored or confused and quit
playing.
II. Archetypes
What is it?
Universal patterns of theme of form resulting from innate biases or
dispositions.
Archetypes are are commonly found in
storytelling as utilizing these allows for users to identify with characters
and/or the plot across a variety of cultures. The Utilization of the “Hero’s
Journey” is one prominent archetypal plot. A hero is called to adventure that
he or she refuses, a meeting with a mentor occurs and hero meets the call. The
hero then faces various trials, often including the death of a mentor by the
“ultimate enemy”, the hero then faces the “ultimate enemy” and defeats it and
returns home to a great celebration.
Additionally, there are many “archetypal”
characters that are often included in plots based around the “Hero’s Journey”.
Some of these include: The Mentor, The Ally, The Herald, The Shadow.
Why is it important?
While it is not necessary to build a plot
structure around the “Hero’s Journey” the inclusion of archetypal characters or
events can help progress a story further and can create interesting dynamics
and plot points between the Hero and the other characters in the story.
Archetypes are also prevalent across cultures meaning that players from a
variety of cultures will be able to appreciate and understand character’s
motivations, purpose, and interactions during the plot.
Who does it well?
In Horizon:
Zero Dawn, the main character, Aloy, serves as “The Hero” of the story,
while her father, Rost serves as “The Mentor”. During “The Proving”, Aloy’s
first trial on her journey, she and her fellow tribespeople are attacked by a
group of cultists from afar who serve as “The Herald”. With her life on the
line, Rost appears and sacrifices himself (Death of the Mentor) to save Aloy,
setting her on the path to discover the origin of these cultists who wield
unnatural power.
Who does it poorly?
Duke
Nukem Forever is a good example of how the lack of
character depth and an over the top “Hero” can detract from a gameplay
experience. The game barely had any character development or character
interactions, making me feel extremely unattached to the character and the
world Duke inhabits.
Takeaway
Including archetypal characters is a great way
to create interesting character dynamics and ultimately interesting narratives.
III. Progressive Disclosure
What is it?
Progressive disclosure is a strategy for
revealing information to users little by little so they don’t feel overwhelmed.
This technique helps users manage complexity without becoming confused,
frustrated, or disoriented.
Typically, only information that is necessary
or expected by the average user should be displayed at any given time. Extra
information can be made available through other menus or provided to players
later in the game as a reward for exploring or mastering the information that’s
already available.
Why is it important?
Revealing a lot of information at once can
confuse the player and discourage them from playing the game. However, it’s
important to have extra information for advanced players who may be pursuing
more details beyond the core story.
The use of progressive disclosure also greatly
benefit learning efficiency, as information that is progressively disclosed to
a learner as they need it, request it or look for it is interpreted as more
relevant and better processed.
Who does it well?
A lot of games use progressive disclosure in
tutorials to present players with the mechanics of the game and properly teach
them how to play it. In terms of storytelling, some games start with a very
basic and easy-to-understand storyline before delving into deeper lore,
backstory, environmental details, etc.
In The
Legend of Zelda: Breath of the Wild, the story is uncovered through
flashbacks from Link’s past as he revisits locations he’s been to 100 years
prior. In the Assassin’s Creed franchise,
information between two stories (one in the present and one in the past) is
disclosed and experienced slowly by moving the player between present and past.
In Metroid
Prime,
by Retro Studios, while some of the
lore and narrative is presented through cutscenes and gameplay, a lot of the
extra information is unveiled by scanning the environment and looking for extra
information.
Who does it poorly?
Game franchises that already have an
established player base who knows the history and gameplay mechanics of the
installments in the franchise often don’t do a good job in implementing
progressive disclosure to ease in newcomers to the series. Long-running Massively Multiplayer Online games tend
to suffer from that, being very daunting for players who are not used to them.
Metal Gear Solid 4: Guns of
the Patriots throws the player in the middle of a
convoluted storyline that’s hard to keep track, expecting them to know of past
story elements and previously introduced mechanics that a newcomer would have a
hard time grasping.
Takeaway
The assimilation of information about a game’s
narrative, setting and characters, as well as mechanics, can be made easier by
gradually disclosing the most required information, and allowing players to
pursue the extra details.
IV. Wayfinding
What is it?
Wayfinding is the process of using spatial and
environmental information to navigate to a destination.
The four main factors
for successful wayfinding are:
●
Orientation: Determining one’s
location relative to nearby objects and the destination. This can be achieved
by using landmarks, which provide strong orientation cues and give memorable
identifiers to specific locations, and signage, one of the easiest ways to tell
a person where they are and where they can go.
●
Route decision: Choosing a route
to get to the destination. In order to make sure the user won’t have a hard
time deciding their routes, minimize the number of choices, and always provide
signs or prompts. For very large or complex spaces, maps are also a good
option, as they provide a more robust representation of the space.
●
Route monitoring: Monitoring the
chosen route to confirm that it is leading to the destination. Use paths with
clear beginnings, middles and ends, and provide a clear line of sight to the
user in between destinations.
●
Destination recognition: When the
user has reached the destination, or is close to reaching it, it’s imperative
that they understand and recognize that that’s where they should be going.
Enclosing destinations such that they form dead-ends, or using barriers to disrupt
the flow of movement through the space, are good ways to attain that effect.
Why is it important?
In order to tell a compelling story in games
it’s important to keep the players on the right path. Even if they deviate from
the expected or intended route, it’s important that they can still find their
way back and move forward with the story.
Unless a game is designed to portray a sense
of being adrift or disoriented, levels and maps should be planned in a way to
facilitate player’s orientation and decision making, and their destination
should always be made clear.
Who does it well?
On the topic of destination recognition and
line of sight, few games have done better than Journey.
Although most of the game may look like a character wandering aimlessly through
the desert for someone who is not familiar with it, the final destination of Journey, and the main character’s goal,
are determined in the very beginning of the game. After starting up the
acclaimed title from That Game Company,
it only takes a couple seconds to see the beacon of light in a mountain far
away, that initiates the main character’s journey.
In a totally different example, Firewatch, the debut game of the studio Campo Santo, made use of a map and
landmarks to help the player navigate through its complex and mostly repetitive
environment.
Who does it poorly?
Due to the unpredictable nature of Minecraft ,
independent game developed by Mojang
in which the whole world is procedurally generated and the player is left to
explore with no instruction, guidance or visual representation of what the
world around them is, it can be very challenging to find your way back to a
certain location. The game expects the player to carve out and create their own
waypoints, rather than providing them with it.
Takeaway
As mentioned in the introduction of this
paper, one of the main aspects where game storytelling differs from movies and
books is that of player agency. In order to tell a compelling story in a format
where the audience has a level of freedom into how they’ll experience it, it’s
important to pay attention to how the player will know where they’re going at
all times.
V. Nudge
What is it?
A method of predictably altering behavior
without restricting options or significantly changing incentives.
People prefer
the path of least resistance when making decisions, therefore, the concept of
giving users a nudge is to provide the least resistance, and potentially
bonuses, on the path that’s intended to be followed.
Some of the ways to achieve this effect are
through:
●
Defaults: Select defaults that do
the least harm and the most good.
●
Feedback: Provide visible and
immediate feedback for actions and inactions.
●
Incentives: Avoid incentive
conflicts and align incentives to preferred behaviors.
●
Structured choices: Provide the
means to simplify and filter complexity to facilitate decision making.
●
Visible goals: Make simple
performance measures clearly visible so that people can immediately assess
their performance against a goal state.
Why is it important?
By properly applying this design principle,
players can be directed to acting as the director or writer intended, and
navigate the story as it was meant to be experienced. Furthermore, it helps
make players feel that they’re not being forced to do so, staying immersed in
the narrative and feeling more connected to the character they’re playing as.
Who does it well?
Many games will nudge players in the right
direction by using the placement of enemies, spawners, health packs, items,
upgrades, collectibles, etc. As a player, if the path you’re going through has
more “stuff” going on than where you were previously at, you are most likely
going the right way.
An example of that is Bioshock
Infinite,
title by Irrational Games on which
the designers purposefully placed
items and enemies to direct players to progress through the map in the
direction they wanted.
Who does it poorly?
Open world games that have a lot of characters
and side-quests often suffer from overusing the concept of nudging and leading
the player to too many different directions. Games in the Grand
Theft Auto franchise infamously have a hard time
keeping players on track while going through the story, since there are a
variety of different missions and small situations going on around the city
that can easily distract from the main storyline.
Takeaway
One of the most important aspects of linear
storytelling in games is making sure that players navigate through the path the
designer has intended them to. Using invisible walls and blockades to force
players into a completely linear and narrow path is a way to achieve this
effect, though most would find that frustrating and not very interesting.
Instead, subtly nudging the player into the
right direction through means that are not as noticeable is an easy way to make
them behave in the intended way, while maintaining the illusion that they’re
fully in control of the gameplay experience.
VI. Immersion
What is it?
A state
of mental focus so intense that awareness of the “real” world is lost,
generally in a feeling of joy and satisfaction.
There are also several concepts related to
immersion that generally assess the same experience someone gets when immersed,
including: Flow, Presence, Cognitive Absorption, and Engagement.
Why is it important?
Designing games to be immersive for players should
be near the top of developer’s priorities when creating a game. Becoming
immersed in a game not only means that “they believe they are in the game
world”, but it also increase the amount of time played in a game, and the
amount of enjoyment and satisfaction players get from a game.
Achieving immersion in a game can come from a
variety of features within the game including:
1. Comprehension– The extent to which players understand what they are doing, how they
can do it, if they can do it, and why they are performing actions to accomplish
goals and ultimately progress through the game.
2. Intuitive Controls and Systems – The extent to which players have a sense of control over their actions
in-game. Are the mechanics, systems and physical controls intuitive and
naturally mapped?
3. Engaging and Rewarding
Gameplay - The extent to which a game motivates,
challenges, and provides feedback to players. Is the game fun and rewarding to
play? Do players find the game interesting?
4. Emotional Engagement – The extent to which a game’s narrative or music causes a player to
empathize with the game world and/or characters, and/or causes an emotional
reaction in the player.
5. Multiple Channels of Complete
Sensory Information - Stimuli that allow for multiple
senses to be activated allows for those senses to work together and give a
player a better formed Spatial Situation Model, and therefore a heightened
level of immersion. Additionally, the more “complete” a stimulus is, the less
players must “fill in the blanks” in the environment, allowing for a better
formed SSM.
6. Cognitively Demanding
Environments – The extent to which a game occupies a
player’s mental resources. Do players have to focus their attention on the game
to be successful?
7. Believability of Objects in
the Game World - The extent to which characters,
objects, and other creatures in the game world look, behave, interact, and are
placed in ways that are consistent with your conceptions of the real world
and/or with the rules that the game has defined as true.
8. Realistic and Dynamic Environments- The extent
to which everything in the game world is consistent with your expectations
regarding the laws of nature, and/or your expectations of the laws that the
game has defined as true. This can be broken up into Physics, Graphical
Fidelity, Audio Effects, and Atmosphere.
9. An Unbroken Presentation of
the Game World – Refers to a game world in which
spatial cues are consistent and do not disappear during gameplay.
10. Character Perspective Interfaces – The more a
game simulates the perspective and perceptions of the player’s character, the
more likely they will achieve higher levels of immersion.
*These items were taken from my model of immersion I have created during my master's thesis. *
Who does it well?
The Witcher
3: Wild Hunt, is a great example of a very immersive game for a variety of
reasons. The game has very high quality graphics with a sophisticated engine
allowing for realistic physics, and weather systems. Additionally, combat is
quite difficult and requires concentration to efficiently defeat enemies.
Lastly, the environments you can travel to in the game actually feel like they
are “real”. Townsfolk look like they are going about their day walking from
location to location talking to each other; the game simply does not stop when
the player stops moving.
Who does it poorly?
Ride to
Hell: Retribution is a great example of how constant
breakages, technical issues, and unrealistic design can negatively impact
gameplay and ruin immersion. In Ride to
Hell: Retribution enemies run and try to punch the player despite the fact
that the player is equipped with guns, allowing you to kill them with extreme
ease.
Additionally, the game has a plethora of
technical issues including disappearing models and textures, and broken
functionality of gameplay elements. All of these issues cause players to lose
any semblance that the game world is “real” and contain “believable” elements.
Takeaway
Designers should keep in mind the different
ways to immerse players through the previously listed items as doing so can
result in greater levels of enjoyment and engagement in video games. Reducing
the number of technical issues, implementing realistic AI programming, and
including realistic environmental effects can go a long way in immersing
players in a video game.
VII. Framing
What is it?
A
technique that influences decision making and judgement by manipulating the way
information is presented.
There are two ways information can be framed:
positively or negatively. Positive framing tends to elicit positive feelings,
and result in proactive and risk-seeking behaviors. Negative framing tends to
elicit negative feelings, resulting in reactive and risk-avoiding behaviors.
Why is it important?
The use of framing in media has often been
used to influence behavior and thinking about certain topics. Often times, a
switch from a positive frame to a negative frame can cause conflicting opinions
and emotions about the information in question. This has often been used in
literature and films to create somewhat of a moral dilemma that characters are
faced with. This shift can create for interesting plots and greater cognitive
engagement from users.
Who does it well?
Spec
Ops: The Line utilizes this shift in framing to elicit
emotions in the player and question whether or not the player is actually the
“hero” in the story. The game starts out as pretty generic shooter but slowly
turns into a much deeper game exploring the psychological effects of being a
soldier, and questioning his or her morality.
Who does it poorly?
Nathan Drake in the Uncharted series is a great example of too much positive framing in video
games. As Nathan, you are tasked with uncovering some long lost treasure and
defeating the “bad guys” who are trying to stop you. However, despite Nathan
killing hundreds if not thousands of people during each game, he never shows a
glimpse of remorse or restraint against the people he is killing. I believe
including this aspect would allow for his character to be further developed and
make the player think more about his actions and effects that his adventures
have done to him and those around him.
Takeaway
People remember Spec Ops: The Line, not for its great shooter gameplay, but because
of its use of a shift in framing, allowing for the exploration of the “dark
side” of war, and the ill effects that can come about from it. Designing games
to include shifts in framing (from positive to negative, and vice versa) can
elicit higher levels of engagement in players as well as provide opportunities
for interesting character development and interactions (such as understanding
motivations behind an enemy).
VIII. Depth of Processing
What is it?
Information that is analyzed superficially,
through mere exposition, is not as likely to be recalled as information that is
analyzed deeply and repetitively. This memory phenomenon is called depth of
processing, also known as levels-of-processing.
The two ways through which information can
more easily be assimilated are: maintenance rehearsal, which involves repeating
the same kind of analysis over and over again, such as reading an excerpt of
text multiple times, and elaborative rehearsal, which involves a deeper, more
meaningful analysis of the information, such as reading an excerpt once, but
then trying to explain it, define it, question it, research more about it, etc.
In order to make sure an user will recall the
information you intend them to recall, it’s important to keep in mind the key
factors for depth of processing: distinctiveness of the information, relevance
of the information, and the degree to which the information is elaborated.
Why is it important?
When introducing players to new mechanics of a
game, as well as story elements that will need to be remembered later, it is
important to keep in mind how much and in which way the player will be exposed
to that element or mechanic so that they can recall it later.
Who does it well?
In a variety of different games, players are
required to go through extensive tutorials and sometimes repetitive and even
boring side quests in order to get familiarized with the game’s controls,
mechanics, setting, characters and lore. However, after going through this much
processing of the information that’s available, players are more likely to
recall what they’re there for.
In The
Legend of Zelda: Skyward Sword ,
the player had to use motion-controls in order to perform a series of actions
in the game, from slashing through enemies with the Master Sword through remote-controlling a beetle that could be used
to activate devices and pickup items. The player also had to visit the same
locations of the game multiple times throughout the main quest, and had to
participate in a flying race in the beginning of the game that introduced them
to the controls of navigating with the Crimson
Loftwing. Although some of those actions could have been perceived as
repetitive, they were required to ensure the player would understand how to
navigate the environment and how to behave in certain story elements such as
the final fight against Ghirahim and Demise, the game’s main antagonists.
Who does it poorly?
When playing video-games, it is not uncommon
to see a screen that displays the controller being used and lines coming out of
each input option, with one or two words explaining what pressing that button
will do. While that might be helpful to players in the case they forget how to
perform certain actions in the game, and thus serves a purpose to
“forgiveness”, certain games rely solely on those screens, as well as instruction manuals or in-game
wikis, to introduce their players to the mechanics and story of the game.
That’s a good example of plain exposure to information,
without incentivizing deep analysis of the information, and tends to lead to
players either forgetting how to play or why they’re playing in between play
sessions.
Takeaway
While a designer might not want to force
players to spend too much time digging through a particular piece of
information, that is the best way to guarantee that they’ll recall it when
needed.
IX. Forgiveness
What is it?
Forgiveness refers to the practice of creating
designs that aim to minimize the occurrence of errors, and, when they do occur,
minimize their consequences.
Common strategies for incorporating
forgiveness include:
●
Good affordances: physical
characteristics of the design that influence its correct use;
●
Reversibility of actions: allowing
actions to be reversed if errors occur;
●
Safety nets: processes that
minimize the consequence of an error if it occurs;
●
Confirmation: verification of user
intent before performing an action;
●
Warnings: prompts that warn of
imminent likeability of errors;
●
Help: information that assists in
basic operations and troubleshooting.
When it comes to games, forgiveness can be
implemented in many different aspects, and games have come a long way on this
factor since their birth. Giving the player another try at a level, before
forcing them to restart the game, is a good example of forgiveness. Another
would be allowing the player to save the game often or whenever they wanted in
multiple save files, so that they could easily go back to a previous save if
someone went wrong.
Why is it important?
Forgiveness can be hard to get right when
designing a game because the amount of forgiveness expected by players will be
different depending on the game’s audience. In the case of a game with a large
appeal, such as the Super Mario series, which attracts players of all ages,
genders and gaming experience, it’s important to provide this in different
levels, since an unforgiving game can lead novice players to frustration, but
more experienced gamers will see a game that’s too forgiving as not challenging
and therefore uninteresting or boring.
When it comes to interactive storytelling, one
area where we can observe and analyze forgiveness is related to player choice.
While some games will punish the player harshly based on their choices, some
will allow them to either go back on their previous decisions, or take further
decisions that will either confirm the previous one or balance it out.
Who does it well?
In Life
is Strange, a well-reviewed story driven game developed by Dontnod Entertainment, the whole story
revolves around player choice as well as a time-rewind mechanic. Since the
player can rewind back and change most of their choices, they’re unlikely to
lead the story to an unintended direction by mistake.
Who does it poorly?
In most games of the turn-based strategy
series Fire Emblem, the death of a
character is irreversible, and changes the flow and the fate of the remaining
characters’ story. Although the fans of the series believe that adds to the
experience, some of the most recent titles have provided an alternative more
forgiving game mode to attract casual players and newcomers to the franchise.
Takeaway
Different games, as well as different
audiences, may require a different level of forgiveness. However, by allowing
players to go back on their decisions, or give them the option of play games in
a mode where their mistakes won’t lead to permanent outcomes, you’re more
likely to reach a larger playerbase.
X. Legibility
What is it?
The concept of legibility is related to the
visual clarity of text, generally based on the size, typeface, contrast,
blocking, and spacing of the characters used.
Although being different
principles, it goes hand in hand with Readability, the degree to which the text
can be understood, based on the complexity of words and sentences.
Why is it important?
Although written text is not as prominent in
games as it used to be, due to the advancements in visual fidelity, audio
quality and mainly voice acting, it’s still a very important part of
storytelling for most games. Having text with appropriate font type, size,
color and style is essential to guarantee an easy-to-understand gameplay
experience.
Who does it well?
As in most other games in the franchise, the
text in The Legend of Zelda: Breath of the Wild is always presented within a text block that contrasts well with the
environment behind it, with a clear identification of which character is
speaking the text, and in a font size and type that is subtle, easy to read,
and doesn’t distract from the visuals of the game.
Who does it poorly?
Mass Effect: Andromeda utilized a flattened typeface for
headers, as well as very small size for most of the text in the game, and a
textbox that didn’t consistently contrast well with the environment. It made
certain parts of the gameplay and menu navigation nearly impossible to read,
especially when playing from a couch a couple meters away from the television.
Takeaway
Since text remains an important aspect of game
design and storytelling, it’s important to take into consideration how it is
displayed and presented to the players. A game may have great plot, dialogue
and lore, but it’s worth nothing if the players can’t read it.
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