To do (as always) or not to do (at all).
Designing interactions in a game is fun until you realize that your players don’t find them or can’t figure out how to do them. Despite of the instructions. This can seriously handicap the experience. And even if it doesn’t, they’re missing something that you worked hard to implement.
One way to deal with this is to make all interactions optional and implement so many of them that it doesn’t matter if they miss a few. Then randomly trying all sorts of things can be part of the game. But in a serious and minimal game like Bientôt l’été that isn’t really an option.
I can only see two solutions.
Either the interface needs to be conventional. But that excludes everyone who doesn’t play games. Which I know is not a lot of people. But I still want to be nice to them. Also, I personally dislike many conventional game interfaces as they often don’t express the feeling I’m going for.
Or the interaction is simply removed. Which is probably ideal. Interacting with a virtual world should be fluent. Interruptions, such as instructions, are undesirable because they move the attention of the player from the fiction level to the system level. Especially since such instructions need to be in the player’s face, otherwise it’s too easy to miss them.
This is only logical, really. Some interactions are fun to do. But the joy happens on the mechanical level. Even attempts to map the controls to the fiction (as famously done in Heavy Rain) , often end up drawing more attention to the system layer. Videogames that focus on content are best served by transparent controls. Convention can serve transparency. As can absence.
Comments Off on To do (as always) or not to do (at all).