Illusion of freedom: Difference between revisions
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The player's sense of being able to do "anything" in a game, even though | The [[player]]'s sense of being able to do "anything" in a game, even though the range of actions is really much more limited. An element of [[mimesis]]. | ||
the range of actions is really much more limited. | |||
Some techniques which contribute to the illusion of freedom include: | Some techniques which contribute to the illusion of freedom include: | ||
* Influencing players to choose actions that the author wants them to | * Influencing players to choose actions that the author wants them to choose. | ||
* Time | * [[Timed_puzzle | Time limit]]ed situations (or at least a sense of a time limit), where the player does not have time to probe too deeply into the limits of the implementation. | ||
* Making the player too concerned with their immediate problems to be side tracked into other activities. | * Making the player too concerned with their immediate problems to be side tracked into other activities. | ||
* Softening the edges of the world (see [[Emily Short|Emily Short's]] article on [http://emshort.wordpress.com/writing-if/my-articles/geography geography] - search for "At the Edge of the World"). | * Softening the edges of the world (see [[Emily Short|Emily Short's]] article on [http://emshort.wordpress.com/writing-if/my-articles/geography geography] - search for "At the Edge of the World"). | ||
* Thorough implementation, including [[second level | * Thorough richer implementation, including [[second level object]]s, a large number of [[Conversation system | conversation]] topics, [[multiple solutions]] to [[puzzle | puzzles]], and so on. | ||
==Links== | ==Links== |
Revision as of 18:09, 10 August 2007
The player's sense of being able to do "anything" in a game, even though the range of actions is really much more limited. An element of mimesis.
Some techniques which contribute to the illusion of freedom include:
- Influencing players to choose actions that the author wants them to choose.
- Time limited situations (or at least a sense of a time limit), where the player does not have time to probe too deeply into the limits of the implementation.
- Making the player too concerned with their immediate problems to be side tracked into other activities.
- Softening the edges of the world (see Emily Short's article on geography - search for "At the Edge of the World").
- Thorough richer implementation, including second level objects, a large number of conversation topics, multiple solutions to puzzles, and so on.
Links
- The Illusion of Freedom in the IF Gems review quotes collection (also available from the IF Archive).