Agent + Behaviour
Players like the sense of controlling something, to change, build
and manipulate things. Sometime just giving a little creative control to the
audience will make a big difference in their gaming expierience. It does not
necessarily have to be a sandbox game like Sims or Black and White to achieve
it. Some players simply like to choose the character’s hair colour or pick
their class for some aesthetic identity. They will feel more immersed into the
character. (Eg. Character customization, skills tree in most of the new
role-play games.) Customization will make the character that they create seem
more meaningful and have something they can call their own. Games like Fable
are a good example. Your character’s outlook will change due your moral
decision-making and actions. Watching your character’s outlook and fashion
change and how the villagers behave towards you as the story changes. It just fun to watch. I think it
would be great to see more behavioural consequences that will affect the
virtual characters in the future of gaming, like Fable and Skyrim. What happen
is if your character gets bitten by a vampire the consequences will be your
skin turning pale, eyes turning red, villagers will be scared to talk to you or
try to hunt you down. It is great because not everyone will enter the vampire’s
cave and get bitten. This random event did surprise me and gave more meaning
and individualistic attributes to my virtual character. There is much potential
in this style of gaming and I feel benefit gaming to do more things like this.
Eg. Your character will lose one arm if you lose a main boss fight and then you
will need to attach an artificial arm which will not function well under rain
but has a higher defence. Even limiting their character’s outlooks and let the
progression of the game slowly shape their style, like do they shave often, do
they drink a lot of potions, do they got attacked a lot, etc. I think it is
fascinating to see how your character changes by the actions/decisions you make
in game and as such the world and NPC will behave differently to you.
What’s more, I think creative control helps to bring
audience’s attention into a world or object partly because of the
responsibility it entails. They feel enveloped amongst the situations they are
in and therefore they want to know more about what the outcome will be. It may as
well be because of the curiosity of consequences, the unknown and the “path not
travelled”. The audience will usually be more concerned about the stories or
actions if they know their decisions do matter. Games like Dragon Age, Mass
Effect, Witcher 2 are good examples of playing around with decisions and
choices. It’s effective because players will talk more and share more about
their “own” stories endings and evolution, much more so than linear story games
and. They will also be questioning the other choices and outcomes sometimes
causing them to want to replay the game to find out what COULD have been. This
proven story can be fun when you can decide what is next. There was an old card
game called “Once Upon a Time” produced by Atlas games in 1994. It is a game
about making up your own stories according to the random cards withdrew and
your friend can have a chance to interrupt you and take charge of the story. It
is interesting because the story may not make sense but all players will be
engaged in it, encouraging emotional investment. The same few cards can also
create different stories each time you play. Furthermore, Simulation gaming
like Sims, Harvest Moon and Minecraft gave even more in-game control to the
player which is also extremely addictive to some people too. There is no story
or main goal of the game, players just keep playing around in the virtual
world, living out their own master plan. The cool thing is during their random
actions the in-game AI actually starts to slowly shapes their own stories and
goals. It is something new that games are doing more often now, and it has
great potential to be even better in the future.
However, it may lead to unsatisfied outcomes due to player’s
expectation. And constantly needing the audience to make choices will create
frustration and annoyance in some players. It is important to know how to
balance it because the old fashion sit back and relax storytelling styles are
still great. The story structures are easier to control and story flows better.
Too much freedom for players creates difficulty in players organization and the
games are much harder to construct. Confusion and a sense of feeling lost will
always happen if agency is badly designed. Basically, it is great to be in
charge of something but not everything,
it should not be as hard as real life and the outcomes should be surprising yet
acceptable, then agency and behaviour will become fun.
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