Breaking Open the Black Box

The Secrets and Stories of Game Design

Pages

  • Game Design Lessons
  • Learning From My Past
  • Post-Mortems
  • Who am I?
Follow @Xelnath [mc4wp_form]

Powered by Genesis

Emotional Resonance

2012.08.05 by Xelnath

This week’s post will be short.

The second major factor of care has nothing to do with mechanics. Instead, you can often make someone care, simply by displaying factors which echo lessons, feelings or beliefs that are already ingrained into their habits.

My favorite example of this is the art of a huge, flaming fireball. Fire is dangerous, Red is dangerous, Burning Sounds are dangerous.  Little wonder then that player in a sidescroller naturally avoids the incoming attack.  These were not lessons you had to teach the player.

Which is why sometimes they are the most powerful and most annoying thing you can deal with.

I recall a time when we discussed having a dragon who breathed healing fire as a mechanic on a boss fight. While the creative director was stoked at the idea, experience quickly showed that players avoided the fire, unless they were utterly required to sit in it.

While players will often adapt if the rewards are high enough, the price of trying to break these ingrained lessons is rarely worth the cost.

Emotions

Just as visual cues can appeal to the ingrained survival instinct, so too can an appeal to the human belief in saving others. Place a small girl or helpless character at risk and players will often try to take steps to save them.  
Display a tragic moment, a horrifying scene, play a song of triumph and victory.  People respond to far more stimuli than we sometimes realize. 
Look for ways to shortcut your designs by appealing to the heart. 

Filed Under: Uncategorized

August 2012
M T W T F S S
 12345
6789101112
13141516171819
20212223242526
2728293031  
« Jul   Sep »

Blog Stats

  • 226,111 hits

Comments

  1. Steven A. says

    2012.08.05 at 8:20 pm

    Nice and concise. I suppose escort missions can often lean too far in the other direction: The emotional appeal is there, but they are often paired with frustrating mechanics (usually poor AI that’s out of the player’s control).

  2. Yashas says

    2012.08.08 at 7:19 pm

    Poor AI in WoW’s escort missions is a mechanical issue, yes. Seeing a guy who is trying to escape run directly into a monster is weird. But a lot of them also have a thematic problem: the NPC just doesn’t look like he is incapable of getting out by himself. Yeah, he might need help getting out of a cage but after that, they seem to be fully functional. And whenever I see this, I think, really you can’t get out on your own?

  3. Allen Christianson says

    2012.08.14 at 8:34 pm

    Sometimes playing the heart in the opposite direction can make a game more exciting, such as a creature making cute sounds until it attacks, or an enemy crying to lure you in (Left 4 Dead Witch, for example). It breaks the expectations you’ve been conditioned to over time, and makes things a bit more interesting. But doing that too often in one game can lead to confusion, for sure.

    As long as it’s clear what needs to be accomplished after the first mistake, reconditioning can work.

  4. Jeremy Avalon says

    2012.08.14 at 10:46 pm

    Dumass in the new Hillsbrad was a good example of how to lampshade the problem (even if the AI still fundamentally sucks).

Archives

  • August 2022
  • July 2019
  • October 2018
  • May 2018
  • February 2018
  • June 2017
  • February 2017
  • November 2016
  • September 2016
  • August 2016
  • May 2016
  • March 2016
  • December 2015
  • September 2015
  • August 2015
  • February 2015
  • January 2015
  • November 2014
  • October 2014
  • September 2014
  • July 2014
  • June 2014
  • January 2014
  • October 2013
  • September 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • January 2012
  • September 1816