Game reaction on player's behaviour
A few months back I decided that I wanted my game to react to a player's behaviour in an isolated room. The idea is simple, push events on the player triggered by a certain behaviour. But it created two major problems.
First of all, how to recognize certain behaviours? I can take input on the keyboard, I can take the position of the player in the game or even the information on what the player is looking at. But this little indicator can't tell me what the player's state is. You can randomly run across a room or precisely calculate every step. I can be sure if the player is counting tiles on the floor or maybe just he is away from the keyboard while the camera looks at the floor. At this point, I knew I needed to lower my expectations and react only to easy-to-check behaviours, like sitting on a bed for a longer time or walking in a certain way. This led me to create a metric ton of new objects and scripts to make sure the player does what I think he or she does.
Later on, there was a second decision... a scarier one. What if a certain player doesn't behave in any particular way intended by me? I can create creative patterns on how to trigger secret events and so on, but what if a player does nothing at all? The game would be just an isolated room, which does nothing. And in some way, it would be what the game says it is. But it is not what I intended. I needed to create a way to push less active players to move around and do something. I can use lightning, sound effects and probably even more. But what if... what if there is an operator, a beholder watching the player? And at a certain point, he gets a little bit nervous. What if he breaks the fourth wall and directly tells the human person behind the screen that the game waits for his or her actions to react... And that would be a great way to push even more secret events. But breaking the fourth wall can break any other experience in the game prepared for the player. The thing is... should I break the fourth wall for the passive players or not?
My decision is simple. If I want to break the fourth wall, then after that the game should end in no more than 10 seconds. When the game establishes that it knows it is just a computer program then there is nothing much more to reveal and the player knows that the game knows and nothing is serious anymore.
After all, passive players can get a little bit bored. Because the game expects from you an active behaviour. Otherwise, we can just watch a movie or read a book. And the game is not one of those.
Sorry guys, no secret events for lack of activity.
Get Isolation Simulator
Isolation Simulator
It's a simulator of isolation, for people who wants to their own broken minds going wild in the solitude
Status | In development |
Author | Mega Zeal Studio |
Genre | Simulation |
Tags | 3D, Horror, psychedelic, Psychological Horror, simulator, Singleplayer |
More posts
- Launch of Alpha v0.3318 days ago
- Isolation Simulator - Alpha v0.2810 days ago
- Some footage from alpha v0.2714 days ago
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