Games are expensive, complicated and held together by an alarming combination of specialised technology, production planning and at least one tool that everybody is frightened to update. When a team spends months creating an encounter, cinematic, environment or narrative sequence, it naturally wants the player to experience that work correctly. The problem begins when protecting every authored moment prevents the player from meaningfully participating in the game. The player can move, aim, select dialogue and activate objects, but they can’t genuinely construct an outcome. Their role is to confirm a sequence that has already been decided. Systemic design asks designers to let go of some direct control. Instead of authoring every solution, we author rules, relationships, spaces and constraints that allow players to form solutions for themselves...
Tag: player expression
The Avatar Isn’t The Character. Identity Comes From Action
Games spend enormous amounts of time establishing who the player character is. There are biographies, costumes, cinematic introductions, tragic childhoods, complicated family trees, heroic musical themes, and enough lore to explain why somebody has worn one particular shoulder pad for the last three hundred years. All of that can help define a character, but it can't make the player feel like that character. A detective doesn't become believable because they wear a trench coat. A survivor doesn't become vulnerable because their clothes are dirty...
