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Posts Tagged ‘police squad’

Pushing player buttons

[ movies/television | roleplaying games | video games ]
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[ April 17th, 2009 ]
[ by: Spikey ]
Spikey

On my neverending quest of figuring out immersion in all kinds of surrogate realities we like to dabble in, some interesting observations came from completely surprising direction: Extras of Police Squad! DVD. Actually, Leslie Nielsen’s interview in there. 

He discussed the reasons behind the cancellation of the show after only 6 episodes, major reason being how it was a show you had to watch. No, yes, really. A television show that was meant to be watched, failed for that reason. Thing is, average Joe and average Mary come home from work, relax on the couch, turn on the telly and zone out. They don’t zone into television or the surrounding social situation around them, but somewhere in the middle.

Police Squad! being a show where you had to pay attention to both see the hidden jokes and often see where the spoken humour comes from, you’d have to avoid blinking to get it all in the way its creators intended in good faith. No, average Joe and average Mary only pay half attention and need the cued audience laugh backgrounds to remind them to be amused while watching their fave sitcom while chatting on the phone. They need to be told the general gist of things without having to look actively, because they’re talking about how that wallpaper should be painted over. It’s all about not paying attention, as they sit down to be entertained after coming home from work, where they had to pay attention all day. Major point there. It’s a situation they dictate in their own terms, in their own personal surroundings, at their own pace.

Leslie Nielsen also mentioned the size of TV screens, and it’s worth mentioning here even when the home TV sets are growing larger each year. Small screen simply does not support background action. The visual jokes and semi-hidden slapstick moments in Police Squad failed to work on limited screenspace, but those same jokes shot Naked Gun movies into successful franchise. When they were blown up into the size of a damned wall, audience really did see. 

drebinsmallOf course, since The-Cow.net is about games as well, we all should now sit down and confer about the relationship of said observations towards games. On a high level, it’s about immersion. On low level, we’re dabbling with everything that delivers and communicates context and story to the player. It could be those soundscapes filling the room during tabletop RPG session, or carefully chosen backgrounds during dynamic camera edit on console action games, keeping the focus on foreground, or whatever. So, how to know what tricks to use? 

I’m so waddling into Alvanspace here, and it’s creepy in here with all the flotsam eyeballing me up. But here goes..

Let’s take regular tabletop RPG. Players know each other and there’s always off-game chitchat and generally arsing about, unless they’re hardcore system nitpickers everyone hates, but for that same reason, those spoilsports never get to play the really cool games with the really fun people, so we’ll just skip them. Anyways, all that reads as social situation during the play. On the other hand, the players arrived there specifically for the game, so that reads as paying attention since they’re so motivated to bother traveling a bit, et cetera. However, there’s very little for the senses – no visuality, no directly in-situ informative sound cues, no hints of an angry orc through bad smell, or so everyone hopes. All that is delivered to players through spoken narrative, with music etc providing mood in very broad and unintrusive way. Besides the differences in delivery, it’s very much like the average Joe/Mary mindset in front of television. Casual entertainment, if you may.

Console games? More in the cinema end of the spectrum. You go to movies, you end up sitting in darkness with all your attention focused, directed and guided towards the massive silver screen. You won’t miss a beat, and social situation happens before and after the flick. At home, you grab a game pad, holding it in your hands. It becomes a focusing element that keeps reminding you how you’re in control of something, so you concentrate. You use your hands, and that clicks lots of switches in your brain. Your reflexes kick into high gear, adrenaline pumps up and oh boy, your attention is in firm hold. You wiggle your fingers and it all translates directly into visual and aural situation that progresses on and on. That’s the key. You concentrate because you use your hands, the most used tools ever. They’ve been around as long as your brain, and they were the very first thing you ever figured out about yourself. So, in a way, the game connects with you in some scarily direct ways. 

Even if your buddies are there playing with you, social interaction (laughter, remarks, etc) all circle around the game and ongoing events in there. It’s a personal or shared zone, but zone nevertheless. You’re all connected to the game through tactile communication, for lack of better words.

Maybe that’s a big item in the list of questions on how to get tabletop RPGs more immersive. No draconian rules about not SOCIALIZING but PLAYING are needed, but maybe give the players outside influence to steer them into the wanted mindset. Immersion through surroundings is kind of out of question – I can’t imagine getting immersed into the game if there’s a big projector screen with some eerie symbolism flowing around, not to mention wizardly scenes from Harry Potter or whatever. No, RPGs are around the table, and that’s the visual context. Then again, handing the players some orc and elf figurines to fiddle with isn’t going to cut it either. I’m intrigued about involving some tactile immersion here, connecting the certain synapses like the game pad does. Some minimal physical involvement that doesn’t look or feel too out of place around the table. 

However, more I try to come up with something physical, I keep coming short-handed.

Given the realworld situation and surroundings where the game is played, there’s really no extra gadgetry that would help the players to dive into deeper end of world pool. And more I think about it while writing this, more I keep going towards the sounds used in conjunction with stuff happening around the table. Again. But alas, this time it’s much simpler and it will have tactile experience involved in a very important way!

 

Scenario-time! 

GM lets Joebob know he has a good chance to make a bloody good show with his next attack – but only if the dice rolls for his favour big time. It’s a potential show-off ending to a fierce battle, and even the music is off. Tense silence fills ears. Joebob takes the dice in his hand, aware of everyone watching, and Joebob ..

[GM hits a button hidden under the table, and slow heartbeat-like rumble that goes du-dum, du-DUM, DU-DUM begins to rise up into existence, dominating everything. Lights dim slightly, except the one that is pointed at Joebob and his dice]

.. stops for a second, hair standing up in his neck and wondering how the hell his teeth are clattering, and with a short sweep of his hand, he lets the dice fly. Dice hits the tabletop — and rumble stops right there, as if cut by knife. Dice number is checked, situation releases and then those lights return to normal, too. Game goes on, regardless of outcome. It wasn’t about the outcome in the end – it was the anticipation everyone wanted to play.

So, perhaps we can make the most basic gameplay controller, the humble dice more tactile to us, if we tie different elements to it. It requires some setting up, but hardly impossible for any GM with some dedication and sense of live dramaturgy. Include an event at the begin to set the players into game, and work the arc as you feel, as long as you give the players something to really feel about in the end. Even if one event clicks big time for players, they remember the whole game as very memorable. 

786nielsen-prg

Tie it all together. I dare you.

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