GENEROSITY IN GAMES

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Personally, I truly don't mind gameplay elements all that much. I'll literally play anything so long as it can retain my interest and I find it enjoyable. I care more about concepts of stories and images more than action or battle elements, puzzle-solving and platforming. The immersive, emotional experience is what drives me.

How important do you think it is, are those little elements that can go unnoticed through the initial playing experience?

Subtle things that you might take for granted if you rush through the levels trying to claim your prize. Examples include looking out your window in Silent Hill 4 and seeing all the people outside, and the world feels vast and you feel cramped inside your tiny box of an apartment because of it. The soldier dying in an alley way in Ocarina of Time, who you might never get to see if you just race to the Temple of Time to grab the Master Sword. These tiny elements are really what take a game from being a fun time to truly being an exceptional experience.

Even if these things are just simple touches like pictures hanging on a wall in a character's home that are tagged with a narration about the family in the photo, they speak volumes about the story and truly seem to snag me further into that game's world.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It seems to me that if something is worth noticing, and will improve the player's opinion of the game, you shouldn't make it easy to miss. You should make it prominent.
But what if the subtlety is what makes it such a grand touch? It would have been ruined if Navi would have screamed out, "I THINK THERE'S A DYING SOLDIER IN AN ALLEY, LINK. HEY, HEY LISTEN."
I think you're right that subtle touches add a lot. Little details won't make a bad game into a good game, but they can make a good game into a great game.

One of the biggest problems with movie-licensed games is that they are rushed out, only paying attention to the main game mode which is almost always an incredibly linear experience. Even if said game succeeds everywhere it is supposed to, chances are it won't feel great due to the absence of small details and little extras.

I recall seeing a review on Gametrailers for one of the Spiderman movie games (2, I think), where the reviewer claimed the game excelled where so many other movie titles failed by the inclusion of a 'webslinging' mode for Spiderman. The reviewer stated that this was the first time players had ever been able to experience travel through the city from the perspective of Spiderman. The designers didn't have to include this mode, and could have easily opted for a more linear game. Yet the inclusion of this simple extra was enough to elevate the game above the rest in the eyes of that reviewer.
Max McGee
with sorrow down past the fence
9159
Maybe I missed something in the OP, but what does this have to do with generosity?

(Lucidstillness, your avatar freaks me out.)
(Sorry about that).

I'm guessing that the OP meant generous as in 'the developer was generous enough to spend the extra time fleshing out the game experience'. I believe detail might be a more appropriate word.
chana
(Socrates would certainly not contadict me!)
1584
@DorianDawes : that's a weird site you got there....
Cool touches are always cool. Of course it is sort of uncool that your game will never be popular enough to appreciate all the cool touches. But that shouldn't discourage you from putting loads of these immersion-bringing things into the table.

We have, for example, the case with the G-man in Half-Life 2. The first time you play the game you're likely to see him a couple of times. The second time you play the game you're likely to see him a couple of times again. But at different places. Putting him in enough places (almost) guarantees someone will see him, but people might see him in different places.

That's one way of handling it. Half-Life 2 is otherwise a pretty directed experience and a lot of what seems like happenstance "Oh did you just see that!" is actually pretty directed. Which is another approach to it. Make it seem like happenstance and awesome stuff but in reality you've carefully manipulated the free will of the player to turn at that exact moment. (of course 10% will still miss out, but what the hell)

The third approach is to treat it like easter eggs. Have a few and fairly hidden (though not overly so) things that the player that thinks "I wonder if I can..." gets rewarded for thinking that way.

Alright so three approaches to the "finer touches".
1) Cram in a lot, someone's bound to see a couple.
2) Direct the experience. (though someone's bound to miss a couple)
3) Hide it, but don't explicitly direct the player to it. "Reward exploration"

They all work in their own way. And the best games are those that combine them.
@Mac Mcgee: I borrowed the term 'generosity' in application to entertainment from a film critic who used it in describing a film so overflowing in detail that all those finer little touches that might not have been noticed by someone not looking for them, were all the more rewarding and endearing. There was simply so much to it that it became a different experience watching it each and every time, always noticing something that you missed.

@chana: are you referring to my tumblr blog in my website? If so, yes. It's a weird place on the net as it's basically a bunch of brain vomit and things I find pretty.


@shinan: I love the easter-egg idea. There's also the unpredictable nature of it. 9/10 turning off the lights in Poniko's room in Yume Nikki does nothing. But there's the random chance that when the lights go out that Poniko is turned into the Uboa monster and static and noise fill the screen and you're transported to a world of blood and horror.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I can honestly say I've never gone through a game looking for stuff like that and probably never will. If it pops up in the normal course of playing the game, I will notice... though I probably still won't care very much. It might make me smirk for a split second, but an easter egg won't change my opinion of the game. They exist outside of the proper game, to me. Something the developer scotch taped onto the game at the last moment instead of actually bothering to weave it in properly.

If I were in a more romantic mood my answer might be different. I am feeling cynical this week. (I feel cynical 95% of the time.)

author=DorianDawes
But what if the subtlety is what makes it such a grand touch? It would have been ruined if Navi would have screamed out, "I THINK THERE'S A DYING SOLDIER IN AN ALLEY, LINK. HEY, HEY LISTEN."

Anything sounds ruined when you make Navi say it. But honestly, yes, I really do think this would have been better than the thing not being found by the player at all. If the scene has any value, seeing it is better than missing it. I have beaten OoT four times, during two of which I got every heart piece and item in the game, and I didn't know about this scene. I never saw it. Therefore, to me personally, the scene was worthless and added nothing to the game.

However, I do agree Navi is not an optimal solution. Shinan's suggestion of subconsciously directing the player to such things is an excellent one. Navi is obnoxious and makes it feel forced, but making the soldier always appear on the edge of the screen for a split second before stumbling out of sight into the alley ensures that a lot of people will notice and follow him. But it will still feel like you noticed something cool that other people wouldn't necessarily notice.

You don't really want people to miss the thing. You just want them to feel smug and superior good about themselves because they found things that they think other people would miss. The best (though possibly hardest) way to do this is to make sure everyone sees it, but trick them into thinking that most other people would miss it.
Max McGee
with sorrow down past the fence
9159
@Mac Mcgee: I borrowed the term 'generosity' in application to entertainment from a film critic who used it in describing a film so overflowing in detail that all those finer little touches that might not have been noticed by someone not looking for them, were all the more rewarding and endearing. There was simply so much to it that it became a different experience watching it each and every time, always noticing something that you missed.


So ka. Thank you for explaining.
author=LockeZ
I can honestly say I've never gone through a game looking for stuff like that and probably never will. If it pops up in the normal course of playing the game, I will notice... though I probably still won't care very much. It might make me smirk for a split second, but an easter egg won't change my opinion of the game. They exist outside of the proper game, to me. Something the developer scotch taped onto the game at the last moment instead of actually bothering to weave it in properly.

I sort of disagree. I think there is a place for... small touches. Which is sort of what I mean by the easter egg approach to immersive stuff. (I'm not talking about actual easter eggs, which often are all about in-jokes) I mean in Half-Life 2, there are some obvious touches that you don't really reflect on but they make sense when you think about it. For example when you drive around in the buggy there's a few touches, like the safehouse that is marked unsafe or the fact that the ocean levels have dropped massively. In these touches, that are suggested backstory you can get a fair amount of atmosphere. And they're not in your face and they are also easily ignorable.

Valve is actually very good at this. Another example is Left 4 Dead which basically has nothing but implied storytelling in small "easter egg" areas in the game. Especially the scribblings on the walls if you take the time to read them. (though they are obvious) But also in a lot of other setting material (Another obvious one is all the contamination tents).

Recently I've been playing a bit of Fallout New Vegas and there's a game that almost feels like it fails at this kind of storytelling. There's bits and pieces strewn around everywhere, and occasionally the bits and pieces are really good (a skeleton in a bath-tub surrounded by drugs... that you obviously loot immediately.) but more often than not a bunch of abandoned cars or destroyed buildings feel placed there just for the sake of placing them there.

It's a nice example of sometimes being really good with the immersion-exploration and sometimes being really bad at it. (I know it'd probably break the illusion but sometimes I'd just like a scrap of backstory to these places other than the placements. And other times the placements alone tell a really strong story. So I'm sort of torn on the issue)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I can definitely see where the idea comes from, yeah. I'm just a cynical jerk who ignores the stuff. It's not meaningless, it just doesn't do a lot for me personally.

I do try to think through the backstory and purpose of settings and such in my games and build them around those ideas, which probably leads unintentionally to a lot of the kinds of things you describe.

That said, I actually have an entire hidden character that is gained by doing stuff like this in Vindication. After learning that a certain dungeon exists, you have about 20 minutes of time spent on exploration and cut scenes before you actually can go to the dungeon. If you go back and speak to a certain character during that time, you tell her about the dungeon, and when you reach the dungeon entrance, she has arrived ahead of you and joins your team. But she's a temporary character, and it's not really a power boost for the player (she replaces a different temporary character that you would have otherwise gotten), so it's not too ridiculous. It's not permanently game-changing, like Yuffie and Vincent are in FF7.

I will point out that just because I did something in my old game doesn't mean I still think it's a good idea. I probably wouldn't do something like this again, at least not without more hints. No one ever finds it and it makes me sad. Adding something like achievements to the game might solve the problem - when the player beats the game, they can see "Sedryna brought to Gorag Volcano" was achieved and "Ginny brought to Gorag Volcano" was not achieved, and maybe they will be motivated to replay the game (on hard mode!) and figure out how to bring Ginny this time.
Yeah, even I can agree with this! And I don't do much when not needed. A lot of times in my past games I was actually able to add a dreaming system into the game, other times it's storyline based. And sometimes even maps can create this! Nostalgia, fun, interesting, call it what you want, but it sure is generous!
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