Tuesday, December 3, 2013

Containing Players in an Open World Game

The real interesting solutions to these problems lie within the specific contexts of the game, the behavior change you are looking for in the player, and their emotional response.  Here are some high-level methods with context-based examples for encouraging players to stay within a certain area of an open-world game:

Audio-visual feedback cues – Reinforce desired behaviors through music, sounds, loss of visibility due to environmental changes, directional arrows, etc.

EXAMPLE: In a zombie game during a day/night cycle, the simple use of light and dark can be used to effectively control player movement within a larger area. Additional cues can be utilized to invoke feelings of fear or horror by introducing sound cues outside of the light zones to indicate impending danger resulting in death.

Progression / difficulty – Creating a core progression system where a player cannot physically handle the difficulty beyond a certain point to encourage the player to stay in a zone until they progress

EXAMPLE: A level-based shooter where experience is earned and used to obtain progressively better equipment in order to overcome the challenges preventing the player from leaving the space.

Limitation in resources – A game system or temporary mechanic that physically limits the player’s range (eg. endurance, oxygen, fuel, ammo, etc.)

EXAMPLE: An exotic gameplay scenario that requires a player to hold their breath in a smoke-filled environment, physically limiting the range they can travel.  Combined with the right set of audio-visual feedback cues can effectively create a sense of anxiety and stress.  As a designer, you would obviously want to keep this tactic in limited durations so as not to cause player fatigue.

Breadcrumbs and carrots – Feedback cues that steer the player to the desired destination area

EXAMPLE: In a car combat game, a player may need to kill an objective in a certain area.  Players enjoy intense and compelling combat when they are inside the zone, and experience lulls when they deviate outside of it. Whenever the player leaves the area, new combat targets (ie. carrots) are spawned traveling towards the core objective to lead the player back into the action.

Anchoring / tethering – A specific location that missions/objectives require you to visit to either progress or get rewards that help you progress

EXAMPLE: Imagine a game where the player takes the role of a cop and is assigned to a specific HQ where he receives all of his dispatches and gear required to venture in the area.  Whenever it is time for the player to move on, he gets transferred to a new department or HQ.  This context makes sense, feels logical and maintains a suspension of disbelief for this kind of tethering model.

Attachment / investment – The player is given or earns a location that he can invest in. This doesn’t have to be stationary; it could be mobile if the context fits.


EXAMPLE: Imagine a game where the player can choose to build and upgrade a fort or lair with gameplay benefits as well as personalized cosmetic features that can be used for bragging rights.  This is a slight deviation from the anchoring/tethering mechanic where the player is forging an attachment to the anchor via the investment of time, emotionally through personal expression, or to use it as an edge in gameplay. A mobile example could be investing in a large ship that travels from island to island.