Why does the "elaborate" design of the plot players not look?

Source: Internet
Author: User

Foreword: A lot of people in the movie will be very consciously to seriously understand the plot, but when playing the game is able to skip the plot to skip, directly into the upgrade to play strange mode, the game in addition to give you the game experience, but also to a certain extent in the transmission of the ideas and demands of the producers, but this carrier is novel, the film interactivity More interactive means, more conducive to the player/audience to absorb the information of the media, how to convey information is more difficult?


The game has a lot of theories and discussions about the combination of game plot and game.

The first thing to understand is that no player is not concerned about the plot, but the plot is useless. There are many reasons, not listed.

But in general, movies and games as a medium, its role in the player's cognitive approach has a fundamental difference.

Film as a medium, the audience is to watch as "God", the audience itself will not participate in the film, that is, a wonderful, excellent film relies on the ability of people to impress the audience.

The so-called empathy refers to the ability to penetrate into the subjective world of others and to understand their feelings. This is based on the sympathy of the two sides with shared values, experiences, or something in common.

Movies can instill emotion through a continuous picture, but the game's plot can only be broken, discontinuous text fragments to affect the player, but not intuitive to trigger the empathy.

But the difference between the medium and the traditional media is that the game can be influenced by the player, and the player is a participant, not just an audience. When the plot is useless, as a participant, the player naturally does not waste time for a useless thing.

Therefore, the game mechanism and the relevance of the plot determines whether a player can immerse themselves in it.

To illustrate the importance of the combination of the mechanism and the plot, let's take a look at the impact of the plot on the player in the following two examples:

Example 1:

1. The player sees an exclamation mark on the NPC head.

2. The player clicks on the NPC and jumps all the way to the last page, which says "mission goal: Kill Bossa." ”

3. The player automatically finds its way to the bossa location.

4. The player directly kills the bossa.

5. The task is completed and the player receives the reward.

This is a typical example of not caring about the plot.

We can see that many things in this example are not linked to the plot.

1. Consider that in reality we cannot see a person with an exclamation mark on his head, so it is impossible to know that this person is in trouble and needs our help. We have to know that there is a task by talking, by asking someone about the situation, or by asking for help.

And the exclamation mark on the head completely ignore these details, the player does not need to know the situation, do not need to know from a certain road population that the person is in trouble, do not need this NPC to actively tell you that I have trouble, as long as the player saw the exclamation mark, the player will know that there is a task, I can answer.

In this process, the plot does not interact with the player's purpose at all, natural players cannot care about your plot, because your plot has no effect on his mission.

2. The same question as the first, the NPC said paragraph after paragraph, the result of its purpose is only a sentence can be summed up, that as a player why I want to see you say a lot of useless nonsense?

3. Now that the player knows to kill bossa, if there is no automatic pathfinding, the player needs to ask other people or NPC to find the location of the boss, which strengthens the player's understanding of the plot-at least I know the bossa environment. But automatic pathfinding completely destroys this: I don't need to know where the boss is, I just have to click on the mouse.

4.boss was so directly killed by the player, the plot in the middle of nothing play a role.

5. The player completes the task to find NPC, NPC also do not need to confirm, the player can not bargain with NPC, so directly to the player reward. This process also does not require drama participation.

This is a game mechanism and the plot associated with low performance-the plot will not affect the player's judgment, operation, the player throughout the game, the plot is completely ornaments, or even stumbling block-I see the plot is not wasting my time?

So what should a successful design be like?

Example 2:

1. The player through the previous task, know that a person named X is looking for thugs, if the player does not pay attention to the information, he may miss the task.

2. The player finds X,x and tells the player to kill bossa and bring back the item B, and he is willing to pay you some compensation.

3.X only tells you that bossa often haunts the site C, where he does not know the exact location. Players come to location C, where C's NPC is talking about bossa ransacking a village. The player then came to the village.

4. The player encounters the bossa, the player in the battle with bossa found that whenever bossa drink will become stronger, so the player first broke the ground jars, so that bossa can not drink, kill bossa.

5. After the player kills the bossa not to obtain the item, after some searches, the player discovers the item B under the bossa temporary residence bed, the player will bring the item B back to the x,x not to reward the player, instead tells the player to pay in Bossa's residence, has given the player a key. The player took the key to the temporary residence and opened the box to get paid.

The whole process is not quite the same as example 1.

But the player knows a lot about the plot throughout the process:

1. The player knows that X is short of manpower, otherwise he will not find a hatchet.

2. The player knows that X is going to kill bossa because x needs item B.

3. The player knows that bossa often haunts the location C, and bossa is a bandit or thieves's leader who ransacked a village.

4. The player knows that bossa likes to drink, and after drinking, he can fight more bravely.

5. The player knows that the boss hides the important items under the bed, puts the coins in the box, and item B is important, otherwise bossa will not struggle.

In these two examples, the player still has the freedom to skip the plot, but in Example 2, the player will unknowingly know many plot information, this is because the game mechanism and the plot closely together.

If the player does not pay attention to the information given by NPCs, then the player may spend more effort to find the boss, if the player does not pay attention to the action of the boss in the battle, then the player will be very difficult to beat boss, if the player does not observe the boss's residence, then the player can not find item B, If the player only obtains the key and does not pay attention to the prompt, then the player cannot get paid.

Because of this, the player has to take the initiative to pay attention to the plot, so unknowingly know a lot of information, immersed in it.

So the answer to this question is:

The game mechanism and the plot together, let the plot to promote the development of the game process.

Via:gamerboom

Why does the "elaborate" design of the plot players not look?

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