Sunday, February 21, 2010

Joshua Nuernberger, Week 7

One point of critique that I got a lot from last Wednesday was the notion of challenge. This goes back to the idea of motivating the player--what's the reason for them to do anything at all? If there's no problem to solve, no enemy to overcome, then why act? What are you trying to achieve? If you place a player in a new situation, I believe that he or she should have a goal, something to aspire to, in order to force that player to make decisions.

This doesn't mean you have to necessarily force them down one linear path for one specific predefined answer that is being shoved down their throat. Rather, their goal can be something as simple as "survive." Then as they proceed through a level, the players can discover on their own what to do in order to survive. This could be get to higher ground, lock off a section of the facility from an impending zombie attack, or head for the supply room two floors down.

In my opinion, goals give players something to which they aspire to, and through that they can make intelligent choices on how to achieve those goals. Goals don't have to be consumed with linearity and predefined choices--rather, they can be the means to making resourceful non-linear choices.

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