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Sunday, January 1, 2012

“We've got a problem”

This is mainly just a little side thought on the realism topic from a while back.
Something I had on my mind for a while is the appeal that realism in video games can potentially hold (again note I'm talking about gameplay not graphics).

Primarily the appeal is “problem solving”.
It's mainly claimed that realism would remove the escapist aspect of games, but that is not necessarily true. Games would still allow you to do things you could not do in real life or would not want to do.
However, if you have realistic aspects and are consistent with it the simple point of solving problems can be entertaining.

As an example I have thought of:
Take an example of having to get atop a building. In a game where you can easily jump 10 meters high this won't be a large problem, just take a hop. However it also doesn't offer much challenge or “satisfaction” to do this.
However now take a setting where you can only jump realistically high. How do you solve scaling the building?
  • Can you go through the building and a hatch in the roof?
  • Is there maybe a ladder nearby?
  • Can you stack boxes to build a makeshift ladder?
  • Can you jump off a neighboring building?
  • Is there a grappling hook?
  • Could you park a forklift next to it, have the prongs extended and then climb up those?

I guess I could go on with a lot of those “solutions”. But figuring out any of those can give you a sense of achievement if you pull it off, especially if all, nearly all or at least most of them ARE available. Think of how you can get on top of places in Minecraft by stacking things, building stairs or putting ladders on walls.


And this is where being “consequential” comes in. If you attempt systems like this you MUST think things though. You must give the player methods to achieve certain feats. If you can't stack boxes safely enough don't make it appear as you could. Don't have unclimbable or unusable ladders and the like.
And I think this is the point that often leaves a sour aftertaste in peoples mouths. Oftentimes game developers slack on that point. Aside a predetermined path and solution you can take there often is nothing left open for you to figure out, even if some solutions would be way more logic or obvious.

Sadly this again is primarily a game design and engine related problem. Most engines simply don't have physics that allow certain actions or the time to script a usable ladder wasn't there. Also in most cases it isn't really “needed” to have several solutions.
However this does largely apply to open world games. Here you do kinda want to give the player options and actually make the world feel open. As to stick to the topic, actually giving the player ways to solve the “problems” they are facing in the game, especially give them logical ways to do so.

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