Article Tags / motivation (2)

Tropes and Trolls: When the Game Is Not What You Think It Is

In games where the player character has a specific goal - save the Princess, escape the testing facility, defeat a nemesis - the player is presumed to share this goal. But even if the narrative does a good job lining up player motivations and character goals, there’s still a wrinkle. The character wants to accomplish something, and the player wants to experience accomplishing that thing. This is why we bother playing games at all, rather than just watching the endings on YouTube. If the player had the exact same motivations as the character, they’d cut whatever corners they could to beat the game as quickly as possible.

The humor in this video comes from the tension between Mario’s goals and the player’s goals. Of course Mario would want to just warp straight to the Princess and save her immediately. But for the player that would mean skipping the entire game, which would completely defeat the purpose of playing it in the first place. As long as Mario has that warp whistle in his inventory, there’s dissonance between what the player wants to do and what Mario would want to do.

So what happens when games create that dissonance on purpose?

I'm Not Evil, I Just Play That Way: Player Motivations and Character Goals

Recently we took a look at the technique of option restriction, which is when a game presents the player with only one path forward, thus eliminating choice while maintaining agency. If it’s handled well, it allows for close management of narrative progression while still letting the player feel that they are in control. So what is it that determines whether it’s handled well? What allows the player’s sense of control to be maintained even with a lack of choice?

“Players like to feel in control, but this sensation doesn’t necessarily come from having the ability to choose. Having control is as simple as doing what you want to do. It’s possible for players to feel in control even if they don’t actually have the ability to choose, as long as the what the game asks and what the player wants aligns. A good narrative should foster this.”
—Andrew Vanden Bossche, Would You Kindly? BioShock And Free Will