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Designing Games for the Wage Slave


Damnit Jim, I'm a Gamer, Not an Accountant

The days when players were expected to map their progress out on graph paper or take copious notes are long gone. Provide an electronic map, and annotate it with *all* important locations, including the player's own position.

"System Shock 2" and "Diablo" both feature excellent real-time maps that indicate not only the surrounding architecture, but important objects and people, and the player's location in the world, at any time. In the case of "Diablo", the map can also overlay the main game screen, always centered on the player. Though rather cluttered, this approach ensures that the player always knows where he is in the world.

Both lack a means to indicate where the player needs to go next, however, presumably to give him the freedom to discover that for himself. More direction in the mini-map would have been welcome. To be fair, though, "Diablo 2" used roads to guide the player towards the key areas in a map, and plentiful signs and markers were embedded into "System Shock 2"'s item-rich world.

Don't assume that I'm going to be playing this game for four months straight, and will know from one session to the next who Arthwight of Durlac is, what he looks like, where I can find him, and what he's meant to matter to me. Put a screenshot of him in the quest log so I'll know what I'm looking for. Point out his position on the mini map. Put a dirty great arrow over his head that's so huge you can see it from space. But don't expect me to interview every inhabitant of the city trying to track him down by a process of elimination. *cough* "Anachronox" *cough*

Log the tasks the player has to accomplish, and provide all the details he's going to need when he gets there.

Assume that the player might only return to your game in a month's time. Does the game provide sufficient information for him to pick up where he left off? Does he know what he needs to do next? Does he have a record of what he's done already? Is he aware of the overarching plot? Does he have a means to refresh his memory about the intricate details of your game world?

I Need Help

Paper manuals are gradually being phased out, and while I'm always the advocate of a weighty, portable tome (something to read in rush hour traffic), online help is ultimately more accessible, as it can be tailored to the context. Plus, it can be easily maintained through patches to correspond to new changes. A paper manual is typically obsolete out of the box due to scheduling restrictions.

So, make any necessary information available from within the game (within the game session, not a separate text file), from ammo damage rates to character bios, ideally in a way that gradually introduces these details to the player at relevant points during gameplay. Depending on the style of game, it might even be used as a form of player reward, unlocking character portraits and biographical information as you encounter them, details and tips about a weapon when you pick it up, and so on.

Real-time strategy games are ideal candidates for the approach of paperless instruction. "Age of Mythology", for example, not only provided ample rollover text, but each unit in the game was also a click away from an electronic manual entry that described its attributes, purpose, history, counters and bonuses, and research upgrades.

Make it Accessible

If the player can easily pick up your game and start enjoying it within five minutes, it suits the wage slave market. In fact, it suits any market.

It's equally important to make the interface intuitive and provide the player with the information they need in as meaningful and accessible a manner as possible.

That means relying on the conventions and known principles of your genre so the player doesn't have to relearn anything. It also means improving upon those conventions *if* they are widely known to be unsatisfactory.

One of the best ways to achieve this is to get a playable prototype of your game working as soon as possible, and get as many people as possible to test it out, from your veteran gamer buddies to your grandmother. Observe their reactions, and note when they seem to be lacking feedback, when the interface isn't used as expected (due to inappropriate icons, for example), and especially when they aren't having fun.

Keep It Simple

It doesn't hurt to keep it simple if it means the gamer isn't weighed down with complexities and backstory. You might have noticed that a number of examples I've used are console games. In my youth, I wouldn't have touched them with a ten-foot polearm, preferring deep, complex worlds with lots of optional assignments, long chats with in-game characters, and backstory.

Nowadays, uncomplicated, pick-up-and-put-down, linear but fun experiences (beat-'em-ups, action adventures) or five-minute skirmish matches (RTS or FPS multiplayer or skirmish) are better suited to my time-to-enjoyment ratio.





Great Wage Slave Games


Contents
  Introduction
  Curiousity Killed the Cat; Not This Cat, Jack
  Damnit Jim, I'm a Gamer, Not an Accountant
  Great Wage Slave Games

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