Illusion of freedom: Difference between revisions

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* 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 richer implementation, including [[second level object]]s, a large number of [[Conversation system | conversation]] topics, [[multiple solutions]] to [[puzzle | puzzles]], and so on.
* Through 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==
* [http://dfisher.serverspeople.net/ifgems/gems_10.html#10.2 The Illusion of Freedom] in the ''IF Gems'' review quotes collection (also available from the [http://mirror.ifarchive.org/if-archive/programming/general-discussion/IFGems.zip IF Archive]).
* [http://jacl.game-host.org:8080/dfisher/ifgems/gems_10.html#10.2 The Illusion of Freedom] in the ''IF Gems'' review quotes collection (also available from the [http://mirror.ifarchive.org/if-archive/programming/general-discussion/IFGems.zip IF Archive]).


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Mimesis]]

Latest revision as of 08:55, 28 March 2008

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").
  • Through richer implementation, including second level objects, a large number of conversation topics, multiple solutions to puzzles, and so on.

Links