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 chose.
* 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.
* [[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 objects]], a large number of conversation topics, [[multiple solutions]] to puzzles, and so on.
* 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