I realize this tweet can be taken the wrong way, so hear me out.
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When I write a movie or a tv show, I write in a way that ensures each scene leads to the next scene. A comic writer once pointed out that Bendis was VERY successful in part b/c every one of his pages ends with a kind of question, someone talking off panel, or a splash.
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maybe not every page, but holy shit it's a lot of his pages. "What happens next?"pic.twitter.com/PWGNIBWO4V
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and I think, maybe when I play a big, open world video game, I stop caring about what happens next, because there's so, so, so much of it that isn't interesting or compelling. "go to point A to kill X demon bunnies" isn't, like, something I emotionally care about.
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a lot of game design focuses on theme park design (rooted in maybe-not-actually-that-accurate hypotheses!) and psychological compulsion (operant conditioning, baybee!!!) to "motivate" players... but what if the best way to motivate them was the same way TV motivates you?
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many of us binge-watched the first season of Stranger Things (or any serialized tv show you love, from Breaking Bad to Carnivale), because we wanted to know what happened next. In a game designed all around dopamine hits... maybe emotionally, players stop giving a fuck?
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I think it's attractive for people, especially engineers, to want to believe there's some Scientific Formula To Get People To Keep Playing, but I think the fact that most players don't finish games is proof that your finely tuned dopamine addiction mechanics don't actually work.
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Like... I have 1500 hours in one of the most enjoyable first person shooters I've ever played, but then they announced that the loot I tried to grind for would be essentially useless in the future. When my emotional attachment to the loot I was grinding for was gone, I stopped.
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I think the reason that literally every game with a gear score system has failed miserably--with one exception--was because gear score actually fucking _sucks_ but it looks like a perfect way to psychologically condition players to stick with it on paper.
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We do this thing in games where we go "this made a lot of money; clearly that is because everything it does is good," but sometimes successful games do things that aren't good; everyone who copied the gear score system has had to learn that lesson--gear score wasn't why it ruled.
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People want to form emotional attachments to things and they want to know what happens next. So if you make something that isn't interesting--that doesn't make players want to know what happens next--then... most won't stick with it.
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I'm often excited going into a show's season or series finale. With a game I'm all too often like "thank god it's fucking over."
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If compulsion mechanics MUST be included in games, they should grease the wheel; make it go down smooth. But they aren't the CORE of the thing. The core of the thing still has to be predominantly emotional, I think.
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And that scares people because... they want to believe everything has a mathematical formula, some scientific, like, on paper "design according to this and your game will succeed" nonsense. You see this in Hollywood with people who revere Story/Save the Cat.
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If every game were built with the ending in mind--every scene working towards that ending--maybe people would stick around more than they would for "kill 4 sharks" or "a quest where I want something but I have to do a favor for a guy that involves doing a favor for another guy"
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I think the reason I went hard on Death Stranding the way VERY few other open world games have made me do was because I genuinely, truly wanted to know what would happen next
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Why does a human being, emotionally, want to get to your ending, and how can you make each quest make them want it more?
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since some people have taken this thread _purely_ to mean story, please consider game design as a form of storytelling, not in plot or character, but in raw terms of "the audience has to want to get to the next scene on an emotional level; how can we achieve this?"
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like, let's say I give you an assignment: create a hypothetical doom WAD (non TC) where you have no dialog or cutscenes or anything; all you have are the tools that were used to make Doom in 1993. How can you tell a story with that; how can you create desire through mechanics?
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Plot is great, character is great, but from a purely game design perspective, how can you create desire in the player? Maybe you have a locked room with a shotgun in it? Now the player Wants To Get To The Shotgun. This is how really good action scenes are written in movies btw
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anyways, I'm making a little narrative game called Adios https://store.steampowered.com/app/1271400/Adios/ … and I've done NDA'd work on a bunch of stuff. I was also fortunate enough to work on Hardspace: Shipbreaker! If you need a writer or a story consultant, hit me up.
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I guess a way of putting this is: game and narrative design are actually operating in the same space. The purpose of narrative design is not to communicate information, but to help ground your game's _emotional context_. You can still ground your game emotionally in _other ways_
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An example of this is a game where you get backed up against the wall by enemy forces, but then a tank busts through a wall and someone gives it to you and then the enemies start doing their fear state animations and you feel powerful. You've created an emotional turn.
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a lot of people have replied to me in the context of "open world games." Let me be clear: The Last of Us 2 has the exact same problem. It's trying to follow McKee's template and doing a bad job and it hopes the excellent performances are enough to pull the player along. It isn't.
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Because Lou2 spends a lot of time repeating the emotional beats for Abby that we saw with Ellie, the strength of those moments is lost. So a lot of people going "the game's too long" are actually telling you that they're emotionally bored with the experience.
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LOU2 might be a pretty good but flawed game if it was JUST Abby's plot; by trying to tell a story of two characters one after the other where the emotional beats are copies of each other, it loses momentum.
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This thread isn't _just_ about plot, and it's not _just_ about open world games. It is about creating EMOTIONAL DESIRE in the audience and using that as a way to ENCOURAGE THE PLAYER TO TAKE INTERESTING ACTION.
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