Creating a Rich World

A subset of World Induction Techniques are Rich World Techniques. These have much to do with offering players a variety of things they can be, do, and have, as well as adding a history to all of these. Let's examine some ways to create a rich world.

What Can You Be?

Think of the choices of what you can be in America:

  • Flippant athletic insurance salesman

  • Over-caffeinated novel-writing retro-beatnik

  • Cat-hating, guilt-ridden veterinarian

  • Code-breaking paranoid intelligence expert

  • Belly-ringed bored nubile tenth-grade goddess

Did I leave anything out?

The menu of possible roles you can be exceeds even the sandwich list in a New York deli.

Does your game offer a variety of roles to choose from? Can you be good or bad, man or woman, human or alien, warrior or shaman?

Can you work solo or as part of a group? Can you be friendly, or can you be ruthless? Can you change sides, or are you stuck in one viewpoint?

Giving choices helps the player make the game his own, and thus encourages emotional engagement.

Obviously not all games can or should allow you to make these kinds of choices, and many of my favorite ones don't. But we're just exploring ways here to induct a person into the game's world.

Choice of Actions

If the game has a story, do you have to play in story mode (following the game's plot) or can you find other ways to enjoy the game? What kinds of activities does the game make available? [1] Can you:

[1] Grand Theft Auto III and Vice City are examples of games that offer players a tremendous amount to do other than follow the plots.

  • Solve a puzzle?

  • Explore a section of the game's world?

  • Cause trouble?

  • Kill bad guys?

  • Kill good guys?

  • Accumulate wealth?

  • Accumulate status?

  • Sneak around?

  • Blast your way through?

  • Race a competitor?

Choice of Possessions

Another way for the player to make the game his or her own is a choice of possessions. In the game, can you:

  • Have different weapons? Spells? Charms?

  • Drive a variety of vehicles?

  • Change clothing or armor or bodies?

One size does not fit all. Give the player a choice.

Adding History

What makes a rich world isn't just a matter of what you can be, or do, or have, but the sense of tradition and history behind these things.

Ideally, the information you learn about the history should figure into gameplay. Although this is an ideal, it isn't an absolute rule.

For example, let's say you're a soldier in a high-tech uniform. Let's explore how we could add history to the soldier's being, actions, and possessions.

Being: You are being soldier on a planet like Earth, but not like Earth.

Add History: You wear a badge. When you touch it, you can bring up a hologram of your grandfather, your father, or your uncle, all of whom were soldiers.

Because of technological developments in psycho-photonics, though they are dead, echoes of their life forces can be funneled from the ether (to whence their spirits were dispersed when they died) and enter those holograms. Thus your dead family members can guide you on the code of honor of a warrior and even give you tactical advice. (Note how history contributes to gameplay.)

When a soldier has done a feat of extraordinary bravery at great possible cost, he is rewarded with the Boots of Hermes special shoes that allow him to run about three feet above the ground, at incredible speed. They were developed by an ancient race that once inhabited this world.

Solving the puzzle of what happened to your family is the plot of this game. But as you go on, you learn that you might be descended from the ancient, vanished race. And when you learn these secrets, it will unlock other abilities you have within you but of which you were unaware. (Note how history contributes to gameplay.)

Summary: We've made your being a soldier richer by adding in very specific histories to different aspects of what you can be.

Actions: You can kill, protect, sneak, and so on.

Add History: The soldiers here perform certain traditional ritualistic actions: They stand outside at sunrise so that the first rays of light can add new power to their guns and their other weapons.

That's because Telan Ku, the founder of their order five centuries ago, discovered Sentia, a form of metal that, like plants, is nurtured by sunlight. He forged the first bio-guns that have been a staple of soldiers ever since. No non-soldier is allowed to own anything made of Sentia. Some of your missions therefore involve protecting the Sentia mines. (Note how history contributes to gameplay.)

Your platoon sings an ancient yet vigorous marching song as they walk home from victory.

It's the tradition here for small children to offer soldiers chocolate and bullets. When you shoot a bullet given to you by a child, you can faintly hear children's innocent laughter after it slams into an enemy. (Note how history contributes to gameplay.)

Summary: We've added history to some of the things soldiers do, and made these actions richer.

Possessions and Other Objects: You can have different uniforms, guns, other weapons, a house to live in, and so on.

Add History: You possess a curved sword that was given to you by a general after you fought heroically in a recent battle. This sword, when you whip it over your head, lets loose the death screams of every person it has ever killed. This terrifies your enemy and temporarily immobilizes them.

Telan Ku, the founder of the soldier order, was originally a farmer. He developed the art of war, which you now follow, in order to throw off an oppressive government, which has long since disappeared.

There's a well outside of town. In his first major defeat, Ku lost his son and his two closest friends. It is said that he went to that well and cried. When you dip you special sword in that well, it becomes super-charged for awhile. You can move it so fast that you can even use it to stop bullets. (Note how history contributes to gameplay.)

Summary. We've made an item the sword richer by giving it a history.

Level of Detail

Detail also contributes to making a world rich. Ideally, as with history, it should contribute to gameplay whenever possible.

Consider an example: There's a tree the Great Tree in the center of the village. When you stand under the mottled shade of its branches, your health is restored. Now let's add some details, both in terms of the tree's present and its past.

The great Singers of the village all compose their songs under the Great Tree. At the full moon, the villagers gather under the Great Tree for their monthly energy renewal. At that time, under the silvery moonlight, for one minute, they all turn into small trees themselves. It's a very weird sight.

The tree was planted by The Stranger, a man of peace who wandered this land 1000 years ago. Wherever he rested, there grew trees with healing abilities. You'll use these trees whenever your health points are low.

Furthermore, the path of his wanderings is marked with guide stones. When you stay on that path, you're much more impervious to weapons wielded by your enemy. (Note how details and history contribute to gameplay.)

Unique Cultural Art Forms

Unique cultural art forms also contribute toward creating a rich world. Let's continue with our fantasy culture that worships the Great Tree. Ideally, as with history and details, unique cultural art forms should contribute to gameplay.

Sometimes, when you're away from the village on a mission and you get injured, one of The Singers from the village can feel your danger. If you've earlier been kind to them, one might sing a healing song or melody that you can hear even miles away.

The song can restore your health and even repair your armor and weapons. (Note how this unique cultural art form contributes to gameplay.)

The point here is that unique cultural art forms can help make a culture, race, or world rich.



Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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