Difference between revisions of "Clues"

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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  
[[Environmental Storytelling]],
 
[[Geospatial Game Widgets]],
 
[[Information Passing]],
 
 
[[Landmarks]],  
 
[[Landmarks]],  
 
[[Props]],  
 
[[Props]],  
[[Traces]]
 
  
=== Can Be Modulated By ===
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[[Traces]]
[[Mini-maps]]
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[[Environmental Storytelling]],
 +
[[Geospatial Game Widgets]],
 +
[[Information Passing]],
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
[[Clues]] do not have to be diegetic since they relate to reaching gameplay goals, but making them fit with a game's [[Diegetic Consistency]] lets players use the facts about its [[Alternative Reality]] to better understand the [[Clues]]. They do need to do this if a game is supposed to have a [[Detective Structure]] since not having this would provide perspectives other than that of the main protagonist.
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[[Clues]] do not have to be diegetic since they relate to reaching gameplay goals, but making them fit with a game's [[Diegetic Consistency]] lets players use the facts about its [[Alternative Reality]] to better understand the [[Clues]]. They do need to do this if a game is supposed to have a [[Detective Structure]] since not having this would provide perspectives other than that of the main protagonist. Specific parts of [[Game Worlds]] that can be used in this way include [[Diegetically Outstanding Features]], [[Landmarks]], and [[Props]] as can [[Dialogues]] with [[Non-Player Characters]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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=== Narrative Aspects ===
 
=== Narrative Aspects ===
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When [[Clues]] do not break [[Diegetic Consistency]] they can be part of
 +
 +
[[Predetermined Story Structures]]
  
[[Game Items]]
 
 
[[Cutscenes]]
 
[[Cutscenes]]
 
[[Dialogues]]
 
[[Dialogues]]
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 +
[[Traces]]
 +
[[Environmental Storytelling]],
  
 
== Consequences ==
 
== Consequences ==
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[[Smooth Learning Curves]],  
 
[[Smooth Learning Curves]],  
 
[[Tension]]
 
[[Tension]]
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==== with [[Diegetic Consistency]] ====
 +
[[Predetermined Story Structures]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Cutscenes]],
 +
[[Dialogues]],
 
[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  
 
[[Environmental Storytelling]],  
 
[[Environmental Storytelling]],  

Revision as of 16:53, 7 May 2011

Game elements or information in the game environment that give the players information about how the goals of the game can be reached.

Players may be unsure about how to fulfill goals in games for several reasons. They may have misunderstood the descriptions provided, they may know what the goals are but not how to reach them, or the games may be designed so figuring out what the goals are is part of the gameplay. Clues are game elements or information that players can find through gameplay that helps them become aware of what the goals actually are. The Clues may be explicit, describing exactly how to reach the goal, or implicit, describing facts and events in the game world which need to be interpreted by the players. Of course, this categorization is not clear-cut, as the vagueness of the clues can vary.

Examples

Non-Player Characters in The Legends of Zelda series often provide players with tips about how to not only play the game but how the interface works. The series also makes uses of signs in the environment to show where different locations are; this design solution is also present in the Elder Scrolls series. Signs are also used in most racing games, e.g. the Gran Turismo series, the Need for Speed series, and the Sega Rally series, to contain warnings about upcoming curves.

In the board game Mansion of Madness, game masters place a sequence of cards representing Clues that help players finding out how to win the scenarios they are playing.

The location of quests in both the Dragon Age series and the latter installments of the Fallout series are marked on maps, and for the latter the direction to this locations are indicated in the HUD compass.

Good locations to place portals in Portal 2 are marked with crosshairs in some of the more challenging levels.

Using the pattern

Clues may take the form of advice, encouragement, or warning. Advice tells players what to do before they have started performing a set of actions; encouragement provides feedback that a given action is correct although the goal or the closure is not completed yet; and warning gives players advice on what not to do. Encouragement is typically used to indicate completion of low-level subgoals or to promote further Exploration of a given area or object. A more specific encouragement is to use a Near Miss Indicator to indicate that the player started performing the right actions but failed to do them correctly.

A Clue can either be an object in the game, which has to be taken or manipulated to change the game state, or plain information. In the latter case, the Clue is an Outstanding Feature and can also be Extra-Game Information if it is about something outside the Game World. Of course, the Clue may be about how to use the game controls or the game mechanics, which automatically makes it Extra-Game Information. These forms of Clues, however, may break the Consistent Reality Logic and Emotional Immersion in the game, with one example being arrows that show the way to the exit of a Level. If the clues are set within the Consistent Reality Logic of the game or support the Alternative Reality of the game, they can also be used to support the Narrative Structure.

Two typical forms of Clues are Helpers and Traces. Helpers can provide Indirect Information to the players on how to reach the goals, and Traces allow the players to indirectly deduce how to locate Deadly Traps and Enemies, for example. Other Clues provide more Direct Information, for example, arrow signs to indicate directions where the player should go or explicit warning signs about dangers ahead.

Clues, especially warnings and Helpers, may be used to indirectly guide players who have gone astray toward the goals and the main areas of the Game World thus enacting Game World Navigation. An excellent example of such a Helper is the owl in The Legend of Zelda: The Ocarina of Time, who sometimes flies in to steer the player to the correct places.

The direct use of Clues is as goal objects in either a Gain Information or Gain Ownership goal, for example to learn about Achilles' Heels. The player knows about the existence of the Clue and strives to retrieve the additional information by going to a specific location in the Game World.

A Clue may not necessarily lead the players towards actions they perceive as beneficial for the progress in the game. When this is the case, the Clue is used to promote actions, which the players would probably not otherwise initiate, in order to support the Narrative Structure or to promote Player Balance and Cooperation. This may be construed as a Red Herring pattern, used to trick players into actions that are against their low-level goals but that may be required to complete the game narrative or to put the players in positions so that they can reach the higher-level goals of the game. Clues to finding Easter Eggs are examples of luring players to perform actions that are not necessarily required to complete or win games but can rather be seen as Clues to Unknown Goals.


Game World Navigation

Goal Hierarchies

One reason to introduce Clues into games is to modulate how difficult Challenging Gameplay should be, or to ensure Casual Gameplay regarding Game World Navigation.

Quests

While Clues are often passively waiting for players to find them, they can be used as part of Dynamic Difficulty Adjustment systems to give hints when players have tried and failed with specific tasks several times. Having Clues appear as tooltips when players hover their God's Finger or their Avatar's gaze long enough on game elements is another way in which games can activate Clues for players based on their behavior.

Can Be Instantiated By

Diegetically Outstanding Features, Landmarks, Props,

Traces Environmental Storytelling, Geospatial Game Widgets, Information Passing,

Diegetic Aspects

Clues do not have to be diegetic since they relate to reaching gameplay goals, but making them fit with a game's Diegetic Consistency lets players use the facts about its Alternative Reality to better understand the Clues. They do need to do this if a game is supposed to have a Detective Structure since not having this would provide perspectives other than that of the main protagonist. Specific parts of Game Worlds that can be used in this way include Diegetically Outstanding Features, Landmarks, and Props as can Dialogues with Non-Player Characters.

Interface Aspects

Clues do not have to exist in Game Worlds or Levels. They can also be presented within the interface or a game, e.g. as part of HUD interfaces, Mini-maps, or larger maps in Secondary Interface Screens. As an alternative, the Clues that exist in Game Worlds or Levels can be indicated in these interface components as well.

The previously mentioned tooltips is another example of how Clues can be part of a game's interface rather than part of its Game World.

Narrative Aspects

When Clues do not break Diegetic Consistency they can be part of

Predetermined Story Structures

Cutscenes Dialogues

Traces Environmental Storytelling,

Consequences

Clues can be used to provide Casual Gameplay or focus what constitutes Challenging Gameplay. As a more specific example, Clues related to Movement affects Game World Navigation while others make hint at where Enemies or Traps exists in Game Worlds or Levels. They are however Illusionary Rewards since they in themselves do not affect game states in ways that help players. Even so, by explaining new actions or the characteristics of new game elements, Clues can help provide Smooth Learning Curves throughout games, especially in the case where games provide more Clues as a form of Dynamic Difficulty Adjustment to players progressing slowly.

Given players hints on what can be achieved, but also what can encountered, lets Traces provide both Anticipation and Tension in games. Clues complying with a game's Diegetic Consistency can support Detective Structures and let players use their understanding of the Alternative Reality of a game to reason about the gameplay.

Relations

Can Instantiate

Anticipation, Casual Gameplay, Dynamic Difficulty Adjustment, Illusionary Rewards, Smooth Learning Curves, Tension

with Diegetic Consistency

Predetermined Story Structures

Can Modulate

Challenging Gameplay, Enemies, Game World Navigation, Game Worlds, Levels, Movement, Traps

with Diegetic Consistency

Alternative Reality, Detective Structure

Can Be Instantiated By

Cutscenes, Dialogues, Diegetically Outstanding Features, Environmental Storytelling, Geospatial Game Widgets, HUD interfaces, Information Passing, Landmarks, Mini-maps, Props, Secondary Interface Screens, Traces

Can Be Modulated By

HUD interfaces, Mini-maps, Secondary Interface Screens

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Clues that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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