Tue Mar 16, 2010 10:18 am by Steve.Mallory
The comment of illustration over simulation strikes a chord with me - it is form over function, does it perform the intended task without being tied down to harsh realities. How much cheating can they do with the art and technology to get the intended effect, not limit themselves by trying to construct systems and content that must fit within an intended system and then manipulate the system to produce the intended result .
The company I worked at prior to my current job, the design of the game was dictated by the fidelity of the technical simulations proposed by design but created by programming. It was the reverse: function over form. The game's reviews were mediocre overall, and I think the gameplay suffered as the result.
The use of myths as a basis for stories is a safe choice for developers. They provide an existing structure and allegorical lesson for the player to unconsciously absorb as the story unfolds.
Side Note: I can see why they cut the Plasmid-Altering-Player-Permanently idea from Bioshock. Plasmids were far too integral a system for the player to use to survive the game to have negative feedback.
In looking over the Laputan Machine concept, this is the problem I have is a simple one and integral to the concept. The player is given no choice in whether he must take the Bio-Aug updates, he just does. This creates a thematic disconnect between the intended emotional narrative and the explicit story narrative. Based on the first level, the bionics are a fait accompli, so if concerns about Gunther's humanity are intended, then the player must choose whether or not to have them installed and, more importantly, not provide a shorter game by providing them to the player.
I would amend the concept by:
1) Give the player the choice whether or not to use bionics from the start.
2) If the player does not choose to use bionics, he is at a disadvantage in combat against mechanical enemies, but retains his humanity and gains bonuses to interacting with NPCs. This is the more difficult path.
3) If the player does chose to use bionics, combat becomes less challenging, but the loss of humanity becomes reflected in interactions with NPCs in the game world. This transition would be subtle, and take multiple levels of antipathy reflected by NPC interaction. This is the easier path.
If you want players to care about their choices, they need to be integral not only to the outcome, but over the course of gameplay. Don't think of choices strictly in a narrative context, which is how the developer above considered them, they need to be considered in a gameplay context.
Also, in order for the emotional connection to be made to the loss of humanity, the player will need time to be Gunther as a human. The outlined concept gives no such time, so, it is a forced (and more than likely EMPTY) connection.
Steve Mallory
Game/Narrative Designer
quis custodiet ipsos custodes