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Interaction in Games
by Lewis Pulsipher on 11/08/09 09:38:00 am
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Posted 11/08/09 09:38:00 am
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Interaction in games
In a traditional solo video game you're actually interacting with the designer.
In a tabletop or "newer" video game, you're interacting with other people through situations devised by the designer.
Interacting with the designer: (Often called PvE, Player vs. Environment)
Puzzles
Talking with NPCs
Collecting information
Avoiding obstacles and hazards (which may behave sentiently (with intelligence) or not)
Stealth
Con them (bluffing)
Blast/smash them
Clever other methods (drive cattle in front of you)
Dodge/avoid
(Cutscenes–but no interactivity)
Interacting with other people (part of the game, not something the game leads to):
Negotiation (persuade or dissuade)
Direct Conflict (PvP, Player vs. Player)
"Beating them to the punch" (in races, collection of objects, as well as in attacking)
Kill-crush-destroy opposing entities
Physical contests
Cooperation (typical of group RPGs)
Trading
Bidding against/auctioning
Drafting (selecting the best set of useful items, getting something before someone else does)
Anticipation of what someone else will do (could be tied to “beating them to the punch”)
"Bragging rights"
Telling bad jokes, charades, drawing pictures, and many other kinds of party game activities
Acting/pretending (lying) (bluffing)
Being annoying
Indirect interaction (you cause forces other than yours do do something to harm another player's)(e.g. via "Event cards")
Really indirect conflict--you cause forces other than yours to do something to harm other forces that might be helpful to an opponent
In a sense, a great part of interaction with other people could be characterized as “make the right choice before the other person does”.
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Wrote by Lewis Pulsipher
Really indirect conflict--you cause forces other than yours to do something to harm other forces that might be helpful to an opponent
In a sense, a great part of interaction with other people could be characterized as “make the right choice before the other person does”.
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Note: the word program, here, can be replaced by "experience"
The first step of a player is to learn the controls; learn the program (level design, gameplays, etc.). The player is influenced by the program and the players.
The second step of the player is to master the controls, including making decisions first; master the program. The player still is influenced by other players.
If the player make a decision first, it won't make him win the game, sometimes it's even worst. The third step is for the player to make perfect decisions in such a way that he can control the choices of others. The player becomes a cause rather than an effect and act as being himself part of the program, because he can't be bigger than his program unless he creates a better one, so he only becomes a law himself of his program. We could also say that the player must use the higher laws against the lower and make himself a function of the program. From another interesting perspective, mostly related to martial arts, it could be translated as: "A real master doesn't need to fight. He doesn't need it, because if he controls the movements of his opponent, it's not really a fight, isn't it?" That's where "mind game" comes from, because as long as a player tries to master something, he still is only an effect influenced by the existing laws of a world. Fortunately, it doesn't only apply to video games, but also to everything; poker, martial arts, fighting games, FPS, sports, arts, marketing, living, etc.
It's not just about making a fun gameplay, but it's also to keep interesting the act of influencing other players. If a player is influenced by another player, can it be fun? It changes the perspective of making fun things. From a Game Design perspective, that state is represented by us (game developers) keeping the players engaged in the experience. We manipulate the mind of a player in order to make him experience pleasure. I guess that's what we can call a "greater manipulation". Unfortunately, as Game Developers we can also manipulate the mind of the player to keep him addicted to a product without making it fun and useful to finally and exclusively suck all the money out of him. That's up to you...
For some people it definitely won't make sense, but I strongly suggest to any designer to read the following text:
http://www.hermetics.org/pdf/kybalion.pdf
Everything we need to understand about design and principles is hidden in there. The Kybalion is about life principles (macrocosm), but a video game (like any other experience) is structured the same way, but just on a smaller scale (microcosm).
I hope it could be useful...