In local space no-one notices your scream
[ video games ][ context | immersion | video games | world ]
[ February 11th, 2009 ]
[ by: Spikey ]
This piece started out as an innocent “oh haha ur so rite fringe is sooo good lol” -comment on Alvans earlier post, right before it went on a binge and never returned home. It went out the window and came back as regarding videogames (surprise!) and how they somehow manage to fumble it all and be very videogamey, or in some cases, draw you in and leave you bleeding for more. Mostly, what makes them tick the way they do – for me, anyways. And how this text will recklessly stumble right through the confines of whatever it’s supposed to be wedged between, oh, it’ll never apologize.
Notice I’m not treating all games under the same ideology, just those heavy on story (or depicting a notion of one, even if there’s none).
Context! There’s this thing called .. well, that. If I perform an action in a depicted world and it doesn’t reflect there, I get annoyed, miffed and irritated to bits. Example: You have this wonderfully graphic character you’ve paid attention to, guided him/her through the world that has presented him/her with new skills and whatnot. Then you walk against a wall and there it goes, stupid mindless videogame avatar doing a videogame walkcycle, standstill and unaware of the bloody brickwall scrubbing his face.
All of a sudden, your character is reduced into a representation of player navigation mistake. Ta-ta, it was nice seeing you, miss Believability and mister Immersion. Sorry about the stale wine. Oh, and if I change the world, I expect the change to be permanent and propagate with ripple effects, depending on how it affects other things / NPCs / whatnot connected with it in the gameworld.
Immersion in faked out world built using stiff-at-best mechanics is a bitch to implement. Mainly it becomes a swamp that has no bottom – as you hone in some important detail that colors the world that much more, it creates a dependency or requirement to do another to support it, and so forth. You’ll start to realize how much you miss on the real world when you begin breaking things to their elements. Just a moment in your own time, even if you’re not doing a thing. It’s insanely complex, and you can’t simulate it.
You just have to try your best to fool the player to think he’s immersed, when you’re just really drawing his attention away from flaws.
Walk, walk, walk, nothing out of ordinary, walk to a staircase and if your eyes are keen and lively, you might notice your character grab the handrail casually .. Or strum his fingers against the radiator in a room if he’s close enough. Glance at something, being natural. Something surprising happens – look! Nothing to act by, just birds taking to flight. Tilt your head slightly at a sound of distant rock falling. Little things your character should be doing. What you’d do. Context-aware.
Okay, bit thin cookie-cutter examples considering the depth of subject matter. However, it’s still about the context and how living and breathing the world around you seems. Everything should happen within context of the world and surroundings, and there should be parts of the world represented to the player even if they’re not important, or even required. As you, the player, observe the world, the world should observe you back, unashamedly. Giving you context when you don’t expect.
Think of the very moment your character is in. What’s happening in the world that doesn’t give a flying wack about your character, a pebble beneath the bedrock trying to make a change? What sounds does that world make? What defines the local space around him at that very moment? What does it look like? How it all bounces off of him? What gets sucked in? What’s the string that connects YOU there?
Say. How about a character that reacts to the player? Not a blind representation of your actions, but more like companion. Did you guide him to a thorny bush? Is he pissed off? Wait, what, did he just throw a rock up in your direction and shout obscenities?! Well, at least he still follows your mouse clicks. Maaaybe.. If you promise to behave. You find yourself in some strange semi-conversation, just without voice. Oh, you do get commented on, so tread carefully. Especially since it’s multiplayer. Other players companion character trots by, laughs with your char about the idiotic failure you, the player did just some time ago. Semi-public shame! But you’re so immersed in the living commentary of your actions in the world that you just stare, bewildered. Then you hear the other character taunt affectionally his player, as if he was a puppydog who just wasn’t housetrained yet. Characters momentarily take over and become the players themselves, just from outside perspective. It all becomes delightfully confusing, wondrous and profoundly different.
Would that create the necessary string between the player and world? Or something completely different? Could it be possible to build some multilayered insanitychains on tabletop RPG using this idea? I expect Alvan to wear some feathers and run to the woods to meditate on this.
Now, why the hell did I focus on character issues only? Why not hints of context and surroundings in Web2.0 where you, the social browser, need to know there are other people present, not just minute “lol my cat hiccupd” lines and some bling on screen? It’s not just games. How to drive advertisements deeper into people now that they’re so accustomed to them? Hell, these days marketing guys need to come up with bloody big campaigns to launch a new advertisements. Jeeves, could you let me know at what point do we need to start figuring out how to sell ourselves the idea of real world around us? You know, with people becoming so superficial, shallow and black/white? What has made them so distant from it?
Meh.


