7.5. Other Factors¶
Time Pressure
At this point, the video gamers among you are wondering how any of this applies to something like Super Mario Brothers or Doom 3. After all, you’re not exactly strategizing about resource management tradeoffs in the middle of a heated battle where bullets and explosions are flying all around you.
The short answer here is that you are making interesting decisions in such games, and in fact you are making them at a much faster rate than normal – often several meaningful decisions per second. To compensate for the intense time pressure, the decisions tend to be much simpler: Try to take out that enemy or evade them? Try to aim or take cover? Use one of your few rockets or not?
Time limits can, in fact, be used to turn an obvious decision into a meaningful one; put another way: time pressure makes us stupid. You can’t expect a player to do detailed calculations while they are running and gunning, but you can make sure that the simple choices to be made are meaningful ones.
Emotional Decisions
The emotional impact a decision has on a player is another important factor to consider. The decision of whether to save your buddy (while using some of your precious supplies) or leave him behind to die (potentially denying yourself some AI-assisted help later on) in Far Cry is a resource decision, but it is also meant to be an emotional one – and certainly, an identical decision made on a real-life battlefield would come down to more than just an analysis of available resources and probabilities. Likewise, the majority of players do not play through a game with moral choices (such as Knights of the Old Republic or Fable) as pure evil – not because “evil” is a suboptimal strategy, but because even in a fictional simulated world, a lot of people can’t stomach the thought of torturing and killing innocent bystanders.
Or consider a common decision made at the start of many board games: what color are you? Color is usually just a way to uniquely identify player tokens on the board, and has no effect on gameplay. However, many people have a favorite color that they always play, and can become quite emotionally attached to “their” color. It can be rather entertaining when two players who “always” play Green, play together for the first time and start arguing over who gets to be Green. If player color has no effect on gameplay, it is a meaningless decision. It should therefore be uninteresting, and yet some players paradoxically find it quite meaningful. The reason is that they are emotionally invested in the outcome. This is not to say that you can cover up a bad game by artificially adding emotions; but rather, as a designer, be aware of what decisions your players seem to respond to on an emotional level.