Please Dear God Follow the Story; pt1 - Deterrents
Today we return to the world of game writing so I can acquire a few achievements I missed last time I was in this zone. Er, I mean to elucidate a few finer points of meshing game play and story telling in a modern medium. >_>
Deterrents:
The first step to keeping players on track is stopping them from going off track. There are a few tools to do this that we will discuss in a moment but first ask yourself; do you really want to? As Blizzard can tell you players are very determined little punks, if there is a place that's off limits they will try really hard to get there and they will find any hole in your walls, any exploits, clipping errors, or 1337 H4X0RZ they can think of to let them get there.
Your first and best defense is simply to not mind if they go wherever they want to go. Many people even consider it fun to explore where they aren't supposed to be and this "feature" might even make your game enjoyable.
Your first and best defense is simply to not mind if they go wherever they want to go. Many people even consider it fun to explore where they aren't supposed to be and this "feature" might even make your game enjoyable.
But players (much like people) sometimes just need to be stopped. So here is a run down of the tactics to do so.
Non-existence: the most absolute way to stop someone from going somewhere or doing something is to simply to ERASE IT FROM REALITY!!!
Remember those old games that would start with some mentor saying something like,
Careful though, some things are kinda obvious that they should exist (especially places) and the game will seem a little off if it doesn't exist. ("Outside of the house? What outside? I've never heard of an outside, that's crazy talk!") Also if the player can freely move around and they move to where something should be and don't find it and the only reason they didn't find it was because you didn't want them to have it yet, they will have an upset.
Remember those old games that would start with some mentor saying something like,
"Here is the ultimate gunswordcane of godplanet slaying +9000, you can have this when you prove yourself. Now I will just leave it here on this pedestal unguarded while I look the other way because the universe was designed to not let you click it yet. MUAHAHAH."That is called being a dick. This is the exact opposite of that. If you don't want them having something then don't have it exist until they are ready for it. If you don't want them going somewhere then have that someplace be totally unconnected from anywhere they can go until they should go there.
Careful though, some things are kinda obvious that they should exist (especially places) and the game will seem a little off if it doesn't exist. ("Outside of the house? What outside? I've never heard of an outside, that's crazy talk!") Also if the player can freely move around and they move to where something should be and don't find it and the only reason they didn't find it was because you didn't want them to have it yet, they will have an upset.
Ignorance: The first and best way to stop someone from doing something is to not give them the information to access something. There are a few variants to this method.
- An item is visible but until you are told it does something or is of import you can't click it. This will probably backfire on you though; people will see it early try to use it and find they can't then later when they can they won't try to because they "know" it doesn't do anything, or you will have the gunswordcane problem mentioned above all over again.
- The item can always be accessed but you would never tell it was different then the rest of the world unless you are told so. This has two problems A): people read walkthroughs, true fact. B): you force your player into hours of hunting and pecking (I am looking straight at you original Legend of Zelda (--_--)
- Advancement is unlocked through conversation and certain conversation pieces only become available through knowledge. This is your best bet to use ignorance as a barrier.
- A key. You must get the X of Y'ing to open the great gate of Z. Simple enough but often boring.
- A conversation, see part three above. This can be a talking door, a fat guy blocking your way (please dont actually do that), or a conversation that gives you the key.
- An event, pulling a lever in another room, unjamming the dam down river, cutting the power, killing the load bearing boss; whatevs. This can be the greatest way to make a wall.... or the worst. Just think carefully about whether it makes any sense before using it.
Some times you just never ever want a player going somewhere. So here is how you stop them.
- The impassible wall. You make a wall with no door, that's it. Just make sure there really is no door. WoW is full of "impossible to reach areas." I've been to most of them. Nice way to avoid making maps but you really need to be thorough about it.
- The wall of death. "Oh you chose to walk off the cliff? You are dead. Reload - Quit?" This is useful for giving the player the sense that he is free to make dumb mistakes without actually having to let him make those dumb mistakes. Works well if death has little penalty and in games where death is a function of story and not of stats and game mechanics.
- "You chose not to do that." Also, "You can't go you still have to do Blah," "That doesn't seem like a good idea," "Then you changed your mind and returned." <--- There is a special hell for people who bring their crying children to theaters and people who do this. You will spend eternity watching soap operas directed by M.Night Shamylan based on mediocre to poor /slash fiction.






