The beginning of games typically have next to no worthwhile activities.
Wired’s article on the making of Halo 3 describes the process of leading the player along a set path using ‘no return’ strategies exactly like the one displayed here. The motive for doing so in Bungie’s case was to make it so the player did not get confused and wander around endlessly. In this case, the no return strategy is supposed to be symbolic of something, of an irrecoverable loss. However, if nothing is being lost, then it fails to symbolize in any meaningful way.
I would say in order to get the ledge to symbolize that loss meaningfully, you’ll have to fill the beginning of the game with worthwhile and engaging activities. Mini-games if you will. That way, falling down the ledge will be a kind of ‘Ender burrowing through the Giant’s eye’ sort of moment. It will move the game past the time-wasting distractions of the beginning and it can start to take on real meaning.
Now, I definitely don’t want to introduce any elements of scope creep into your development, but I do think that if you want to tell the story you are trying to tell, then there has to be something for the player to give up.
My plan is to make the first area a “playground” of game mechanics to make it feel like a “lived-in” place. You’re essentially leaving your “home” to go on an adventure. Your example of Ender’s Game is fascinating. Thanks for the advice.
As an experienced game player, my usual reaction to this kind of thing is to turn around and make sure I’ve exhausted all the content that comes before the Point of No Return—that cat’s going to be waiting for me anyway, even if I do turn around and go back, so why hurry?
One way to get around this might be to have a score at the upper right corner, like in old-time adventure games, which stays conspicuously at 0 until you jump down.
I’m glad to hear this! With this explanation, the metaphor seems much more robust. And I’m totally with you on everything else in this entry, so I’m looking forward to seeing more about how you intend to convey concepts through gameplay.
Also, the graphics (and/or mockup) look pretty cool. :)
Is there any reason why someone might not follow the cat?
I concur.
The beginning of games typically have next to no worthwhile activities.
Wired’s article on the making of Halo 3 describes the process of leading the player along a set path using ‘no return’ strategies exactly like the one displayed here. The motive for doing so in Bungie’s case was to make it so the player did not get confused and wander around endlessly. In this case, the no return strategy is supposed to be symbolic of something, of an irrecoverable loss. However, if nothing is being lost, then it fails to symbolize in any meaningful way.
I would say in order to get the ledge to symbolize that loss meaningfully, you’ll have to fill the beginning of the game with worthwhile and engaging activities. Mini-games if you will. That way, falling down the ledge will be a kind of ‘Ender burrowing through the Giant’s eye’ sort of moment. It will move the game past the time-wasting distractions of the beginning and it can start to take on real meaning.
Now, I definitely don’t want to introduce any elements of scope creep into your development, but I do think that if you want to tell the story you are trying to tell, then there has to be something for the player to give up.
My plan is to make the first area a “playground” of game mechanics to make it feel like a “lived-in” place. You’re essentially leaving your “home” to go on an adventure. Your example of Ender’s Game is fascinating. Thanks for the advice.
As an experienced game player, my usual reaction to this kind of thing is to turn around and make sure I’ve exhausted all the content that comes before the Point of No Return—that cat’s going to be waiting for me anyway, even if I do turn around and go back, so why hurry?
One way to get around this might be to have a score at the upper right corner, like in old-time adventure games, which stays conspicuously at 0 until you jump down.
I’m glad to hear this! With this explanation, the metaphor seems much more robust. And I’m totally with you on everything else in this entry, so I’m looking forward to seeing more about how you intend to convey concepts through gameplay.
Also, the graphics (and/or mockup) look pretty cool. :)
You’re welcome.