December 24, 2021

Evoking the Other Senses

 I'm reading The Aesthetic of Play by Brian Upton, which so far is pretty interesting, and one thing that jumped out to me was a description of sensory pleasures as being distinct from the game (rules), but adding a lot to it. This connected with some stuff in that Cozy Games paper, and it made me think about smell, particularly, but also touch and temperature.

Games are pretty good with visuals and audio, but evoking the other senses is often just... not done. Books on the other hand can do it really well. So the whole ideas is... what if we just tried?


Little popups could show up near your character when they entered an area / encountered a change in their sensory environment


They would just pop up and go away on their own, no need to interact or click through, and give you a little sensory prompting. I've been playing Subnautica, and I notice they do this with the fish you can cook. Each fish type has a little description about what it's like to eat it. Very brief but gives some sensory details. I noticed that I paid way more attention to this than to the in-game nutritional value of the fish.


This connects to another idea in The Aesthetic of Play about how the game mostly takes part inside the players head - sure the game enforces some constraints, but players quickly internalize these and much of the fun is in interacting with the internalized game, and then seeing how that plays out.


So getting players to internalize these sensory cues, could have a big impact on choices players make. If a food is described in a way that makes you feel good when your character eats it, that's going to be a motivator that's deeper than just "fills up the HP". It's going to feel good to eat good food, and bad to eat bad food.


I suspect that these kinds of sensory cues can bring the world to life. I don't know if little "in world thought bubble" or "notifications" is the right way to do it, but I do think that integrating smell, touch, and "body feel" (wind, temperature, chills) is a great goal.



December 16, 2021

NPCs Not To Include In Your Game

  Don't have NPCs in your game who could easily solve all your problems, but don't, and yet still act friendly.


Hey it's the Zombie Apocalypse and I have this ultra secure outpost, and you're wearing grass for a shirt. What? No, you can't stay here at night when the zombies are active, don't be silly. Make your own house somehow, with your stone axe. Oh and can you run a fetch quest for me? I have lots of cool merch for sale! If you have money, that is.


Hey the Earth has been destroyed by alien space monsters, and we have this outpost with food and technology. Oh, your ship is stuck in orbit over a strange planet and you're hunting aliens with a handmade bow and arrow in order not to starve? Cool. We have stuff for sale. And can you run a fetch quest for me?

Ugh, it's really difficult to get over this stuff. I get that you want trading in your game, or something, but when it totally invalidates your survival-crafting game, then it's bad. Why should I go back to my hut? Why am I wearing a grass shirt? Dumb!

Does this bug anyone else or am I just me? There's definitely some tension between survival crafting and wanting to have a bigger world with people and things to do, but, this solution just seems awful to me, PARTICULARLY when it's introduced near the very beginning of a game that's asking you to chop wood, collect fiber, and all that. Like, if there's a city for end game stuff, let me earn access to it by reaching near-civilized tech level myself. Because if I get access to it sooner, why would I ever go back to my hut?