▲ | mgaunard 6 days ago | ||||||||||||||||
It would require a completely different design to video games. Current video games are designed around streamlining content. As a player, your job is to extract all content from an area before going to the next. That's why most areas are designed as linear corridors so that there is a straightforward progression, and most NPCs interactions are meant to offer something meaningful so as to not waste the player's time. But imagine if interaction with NPCs wasn't just a content delivery mechanism, but instead could sometimes be rewarding, sometimes useless, dynamically adjusted in how you interact with the world in non-predictable ways. The player would just waste their time in their usual approach of canvasing each new area, which would become unsustainable. There would be no reliable way of ensuring you've extracted all the content. All he/she could do is roam around more naturally, hoping the glimpses they catch are engaging and interesting enough. Maybe a new player skill would be to be able to identify the genuine threads of exciting content, be it designed or emergent, within the noise of an AI-generated world. Realistically though, how do you build an exciting player experience with this framework? A starting point might be to approach it as something more akin to LARP or improvisation theater, you'd give each NPC and player a role they need to fulfill. Whether players actually enjoy this is another thing entirely. | |||||||||||||||||
▲ | latexr 6 days ago | parent | next [-] | ||||||||||||||||
> But imagine if interaction with NPCs (…) instead could sometimes be rewarding, sometimes useless, dynamically adjusted in how you interact with the world in non-predictable ways. That’s a slot machine, and the same mechanism which also gets us hooked on social media. Sounds like something which would immediately be exploited by vapid addiction-as-a-feature games à la FarmVille. > The player would just waste their time in their usual approach of canvasing each new area, which would become unsustainable. There would be no reliable way of ensuring you've extracted all the content. Sounds frustrating. Ultimately games should be rewarding and fun. Constraints are a feature. > All he/she could do is roam around more naturally, hoping the glimpses they catch are engaging and interesting enough. Good reminder to go take a walk outside. Take a train to somewhere we haven’t been. Pick a road we’ve never crossed. We don’t even need a mini map, and sucks that we don’t have teleportation back to base, but we do have a special device which always points the way back. > Realistically though, how do you build an exciting player experience with this framework? (…) Whether players actually enjoy this is another thing entirely. Agreed. Though not enjoying it and abandoning it is fine, I’m more worried about people not enjoying it but feeling unable to quit (which already happens today, but I think the proposed system would make it worse). | |||||||||||||||||
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▲ | bavell 5 days ago | parent | prev | next [-] | ||||||||||||||||
> Current video games are designed around streamlining content. As a player, your job is to extract all content from an area before going to the next. Wrong right from the outset. Some games are designed around content and "extraction". Many are not. | |||||||||||||||||
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▲ | 6 days ago | parent | prev [-] | ||||||||||||||||
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