Chapter 17. Game Worlds

Are you tired of playing games with “Iceworld” or “Fireworld”? Why do developers keep reaching for the same environments? What other kinds of worlds are there? As a mental exercise, pick a story you love—say, The Godfather—then imagine it in one of the worlds discussed in this chapter. Fantasy, for example—how could you change the story if you were released from the rules that a realistic world requires? The movie The Matrix did that with the story of the Messiah, for example.

In this chapter:

What Is a World?

What constitutes a world? In game terms, it is the entire environment in which players have their experiences.

  • The Terrain. The terrain of a world can be anything. It can be as vast as space or as contained as a single building, or even a single room. Wherever the game takes place, that is the game world. It can be mountainous, flat, a water world, a volcanic inferno, or any combination you can imagine. It can be under the ground, above the ground, in space, or a combination of each. It may consist of dozens of separate and distinct areas, or it may be more or less homogeneous throughout.

  • The Rules. Determining the rules that govern a world is one of the most important jobs, because the rules will determine behavior and gameplay. For instance, most worlds assume a more or less earth-like environment—breathable air, gravity, basic cause-and-effect physics, and so on. However, worlds don’t have to have the same rules. To create a unique game experience, one place to start is with the rules. Obviously, many fantasy games use earthlike rules, but add a component of magic that is outside our modern world view. Can you take that concept further? What about a world where the logic and rules of cartoons prevail, but everything else is normal? So, you might be able to manifest a gigantic hammer out of nowhere to hit someone, and he would flatten like a pancake. Maybe the only rule in that world would be that it be funny. The hammer would be there, and you would have to do something funny with it. Or maybe the rule change would affect only one aspect of what we know as reality. For instance, imagine that you created a world where all the water was caustic and would destroy anything that touched it. How would that suggest different stories and different puzzles, challenges, and experiences? What would happen if the planetary poles suddenly shifted, and north was south and vice versa?

  • The Sentient and Non-Sentient Creatures. Who and what populate your world? What purpose or role do they play in the game? Many games use some imagination in creating visually distinct enemies, but spend little time considering NPC characters that might be different from the usual shopkeepers, guards, warriors, and general populace. How could you create some different characters? Likewise, what non-sentient creatures inhabit your world? What do they look like? How do they interact with each other, with the other races, and with the player’s character? What function, if any, do they serve in the game?

  • The Flora. Are there plants? If so, what are they? Do they serve any function in the game, other than decoration? Are they sentient? Are they usable for food or materials? Are some of them dangerous? How do you deal with them in the game? Do they change with the seasons or with night and day? Do they grow as the game progresses? Are they made of something other than normal plant matter, such as crystals or stone?

  • Political and Environmental Systems. The world you create in a game is more than just the set you create and the flora and fauna you add to it. The world is also the interconnected elements—the way the various elements interact in the world. This can include the ecology of the world—what eats what and what factors limit overpopulation, for instance. And who controls the world? What kinds of governments (if any) exist? Who is feuding or at war with whom? Who rules? Who rebels? Who allies? Who is trustworthy? Who is not?

    Creating the elements of the situation involves an understanding of the overall relationships of every important element of the game. It helps to know the past—what led up to the current situation. It also helps to understand how different characters and groups feel about each other character/group. If you think of your game world as a system, you can see what affects the system and how. What stabilizes the system? What destabilizes it? Finally, add the player’s character. How does the player’s character change or affect the system? What is the player character’s role in this world?

  • Value Systems. In addition to the various political systems, there are systems of values. What is money? What do people use for trade or commerce? What are the belief systems and moral/ethical values that govern the world you are creating? Are there some universally held beliefs among the entities of your game? Are they in some ways different from those held by modern people? What views do the entities of your game have on:

    • Family relationships

    • Love

    • Sexuality

    • Power

    • Money and ownership

    • Trust and respect

    • Honesty and integrity

    • Conflict

    • Violence

    • Life and death

    • Fairness

    • Medicine

    • Magic

    • Technology

    • Outsiders

    • Humor (what kind, if any?)

    What other values might the residents of your world have?

    Before creating a game, consider whether you have made absolute assumptions about these and other value systems. How might a game be more interesting if some of these views were different from modern norms? Certainly if a game is set in the past or the future, beliefs might be different. When you are creating a world, you should be aware of what values are common, what values are regional or unique to a specific ideological group in your world, and what values your main characters have. Also consider whether the player’s character starts out with some specific value system or ideology. Might those values change during the course of the game, based on the player’s decisions and actions?

  • Culture. Are there some very specific cultural behaviors among the inhabitants of the worlds you are creating? For instance, are there actions an ordinary person from the United States might take that would be considered insulting or scandalous in your world? Are there simple gestures that might have unexpected meaning? To what extent do you want to create a unique culture with unique expectations and behavior? How does the culture reflect the value systems of the group? Sometimes cultures can be designed from the history of a single group of people, such as merchants who started a trading post that over time became a city. What other groups could become the foundation for an entire culture?

Types of Worlds

The world you create can have a broad definition or identity. For instance, it could be the planet Earth, or it could be some other planet. Your game could take place in a world so unlike ours that it would hardly be recognizable, or so close as to be indistinguishable, but with certain key differences. Here are a few suggestions for types of worlds you might create, but they are suggestions only. You might come up with worlds totally different from any on this list. As long as you can make it fun, it works.

  • Fantasy. Creating a fantasy world is pretty much unlimited. If you can think of it, you can do it. In a fantasy world, you can modify the rules as you see fit—nothing needs to be as it is in a normal world. This includes elements such as gravity, light, shadows, and the size of things (a 40-foot mouse!). Inanimate things can become alive (such as tombstones); animals can talk; plants can be mobile and have emotions (aggressive or sympathetic trees!); perceptions can be altered; abilities can be altered. Basically, every element you think of, you can twist and adjust its behavior. So don’t just add in a unicorn and think you’re making a fantasy game.

  • Perspective Worlds. This is a variant of a fantasy world, but where the player’s perspective is changed in some significant way. Think of worlds where you are very small or very large, or where your way of perceiving the world is unique (for example, you see into the infrared or you can visualize through hearing).

  • Our World. The world we know is both fascinating and full of opportunities. It’s fun to explore the places we all know or have heard of. It might be even more fun to explore places we aren’t allowed to go—such as Area 51, inside the space shuttle, or inside a nuclear reactor. Or, perhaps exploring other cultures and locations that we ordinarily wouldn’t experience.

  • Futuristic. It’s our world (or one somewhat like it), but with new inventions, new ideas, new places, extrapolations of today’s trends, worlds that result from our actions today, variants of places we already know. Like New York, but with 500 more skyscrapers or a world dominated by sentient reptiles (who could survive radiation better than mammals). Futuristic science fiction has been written for more than a hundred years. There are plenty of potential future worlds to choose from. Take one from literature or create one of your own.

  • Sci-Fi. Science fiction worlds contrast with fantasy worlds in that the rules are based around science and scientific principles. However, a sci-fi world can use just about any backdrop and can be futuristic, past-focused, or even a variant on our own world. Sci-fi worlds often include space travel or other planetary systems, but they can also take place on a single world or even in a single city. The rules of sci-fi worlds generally follow our accepted concepts of physics, with a bit of imagination thrown in. For instance, in a sci-fi world, it is perfectly acceptable to have faster-than-light travel, nanotechnology, unlimited energy from cold fusion, teleportation devices, and any number of cool technologies that we wish we had now but don’t.

  • Past or Historical or Period. History is a vast playground for stories and for adventures. You can create historically accurate experiences or something that approximates history and uses some recognizable period as its backdrop. For instance, you could (more or less accurately) re-create the Peloponnesian War, or you could simply place a made-up hero in Ancient Greece and involve him in some made-up story, but with all the backdrop, culture, and politics of the times. Games have been set in the samurai culture of medieval Japan and the warlord world of ancient China. What other fascinating historical or modern settings would make interesting games?

  • Mythological and Supernatural. Human history is full of myths and stories of supernatural events. Like true historical subjects, myths and stories are perfect for game development, particularly if they have stood the test of time and still exist as part of our modern mythos. Some myths and supernatural subjects have been used, often in bits and pieces. For instance, there are tons of vampire games. But there are a lot of stories and myths that have never been turned into games, so there’s a reasonably wide-open field of opportunity if you’re looking for a world to inhabit.

  • Exploration of Worlds. You might create a game that explores different worlds—such as a science fiction game in which you explore many worlds, each unique. Oh wait. That’s been done many times. That’s Star Trek. That’s also Spore. But seriously, because the potential variety of worlds is practically infinite, games that explore different worlds can each have unique qualities. Perhaps your game is about conquest, in which you must subdue world after world. Or it’s a game of collecting items—an intergalactic scavenger hunt. Or it’s about commerce and manufacturing. Or it’s a game of social exploration, perhaps seeking a clue to a great mystery or even chasing an elusive enemy who flits from one world to the next.

  • Fictional Works. A lot of games can be (and have been) based on famous books/movies/TV shows. You can adhere strictly to the type of world of the original source or just use the basic elements or inspiration gained from the original story. Think of Lord of the Rings, which has influenced a lot of games, or James Bond or Harry Potter. But perhaps you can gain inspiration from mythology or Polynesian cultures or your favorite science fiction author. You can choose to be inspired or re-create the property faithfully by licensing it or using one that is in the public domain.

Point of View

Part of your world’s design includes how you visualize it. Check out Chapter 5, “Game POV and Game Genres,” and think about the world perspective you will give the player and the style of presentation. Is it going to be cartoon-like, super-realistic, or even presented in some avant-garde artistic style? Is it first-person view, some form of third-person, or some combination of POVs?

Perception of Freedom

Games are necessarily limited, although cyberspace is potentially without limits. However, in all games there are resource restrictions and content restrictions. Still, it is often preferable for the player to think he is in control and that the world is very open-ended. The key to creating a sense of freedom in games, however, does not necessarily mean making the game bigger. A larger game environment can certainly seem freer, but only if it is well designed.

This section has three subsections:

  • Basics of Creating Freedom

  • Principles of Player Freedom

  • What Restricts the Player?

Basics of Creating Freedom

Some of the key elements in enhancing the sense of freedom are:

  • Choice. Choice is arguably the biggest factor in enhancing the sense of freedom. The more options players have (within limits), and the more choices they can make when exploring those options, the freer they will feel. Another example of choice comes when the player can interact with the environment so that there is a lot to do, even within a limited space.

    It’s important to note that simply offering a lot of choices and options does not necessarily make a game feel freer. The choices and options should enhance the gameplay, not add complexity for complexity’s sake. In addition, choices must be meaningful. The choices the player makes must each have a different effect on the game or situation—or at least the player’s responses. If all choices essentially lead to the same result, then they aren’t really choices. For instance, if all weapons do exactly the same damage and are equally effective in all situations, then the choice of using one weapon rather than another is not really a choice. However, if weapons have different looks, and players prefer, say, carrying a giant club over carrying a jewel-encrusted sword, then the choice they make is meaningful to them, which is what counts. However, even more significant is the difference between an assault rifle and a flamethrower, or a standard shrapnel grenade versus a flash bang. Or imagine the player has two roads to take. If each leads to the same location and nothing really different happens on either, then the choice is not particularly meaningful unless the scenery is particularly appealing. But if one road leads to specific encounters or to new routes that the other road does not, then the choice is quite meaningful in game terms.

  • Nonlinear Design. As a corollary to choice (really, a subset), consider nonlinearity. Linear games are games in which the plot or game action tends to move along a single line, forcing the player to experience a series of game scenarios that are predetermined and only reachable if the player can get past previous obstacles. There’s nothing wrong with this approach—it works remarkably well in some games, particularly in action games that seem to propel you forward—but if a sense of freedom is desirable in a game, then choice is far preferable, and nonlinear game design is a key element. Imagine GTA III if you could only drive from one mission location to the next and only do what the missions required. Nonlinear design often goes hand in hand with emergent stories, as opposed to predetermined stories. Emergent stories emerge from the player’s interaction with the environment and other characters and, as such, contribute to the magic of the game. Whether an emergent story feels freer than a predetermined story may depend on the game itself and how things unfold, but it is true that many games that feature emergent story elements also have more open-ended structures, thereby being freer from the player’s perspective.

  • Size. A larger world or a bigger story or mission structure can make a game seem more open and, if combined with other factors, freer. Certainly it’s likely that players would feel a greater sense of freedom if they played a game set in an entire city than they would if the whole game were set in a single room, and possibly more sense of freedom if the game were set in a landscape with open spaces and several cities over one that is confined only to one city. Of course, good game design can affect the situation, so these are generalities, and the result depends largely on other design factors—choice being among the most critical. A well-designed game set in a single house could seem freer than a poorly designed game set in an entire city.

    Another way to look at size is through the level or amount of detail present in your world. The more detail you include, the more options you may offer the player, and the larger the set of choices they will have. For instance, in many games, you walk down a street, and the buildings to either side of you cannot be entered. They are mere façades. What if every door leads somewhere? Does that make a better game or just give the player a lot more to explore? The question is, in this case, does size matter? More is not always better. So if you have doors that lead somewhere, that “somewhere” should provide enjoyment, good gameplay, and some kind of payoff. If not, then there’s just a lot of empty space to explore.

    I’m not suggesting that you shouldn’t increase the detail of your games. Quite the opposite—I encourage you to do so, but to make sure the player is having a meaningful experience interacting with all that added detail. If you do that, you not only have a functionally larger game, but a more compelling one that offers more experiences to the player.

  • Unpredictability. Unpredictable events make a game feel more real and more alive and can enhance the idea of freedom by changing a player’s focus from a one-pointed goal to flexible responses to unexpected situations. A one-pointed focus can feel restrictive, so keeping the player’s mind flexible will also keep it freer. One caveat: Randomness and unpredictability can enliven your game, but too much of it can become frustrating. Remember that, to some extent, predictability is at the core of a lot of game design. Players want to be surprised, but they also want to feel empowered. In a world where nothing makes sense, they will not have the necessary control over their environment to feel empowered and effective. The basic structure of your world has to make sense to players, and they need to understand how they can operate in that world. Once you have established that foundation, you can offer random and unpredictable elements to keep players on their toes.

Principles of Player Freedom

What is freedom? In the political sense it is the ability to make fundamental choices about how you live your life. In games, freedom is also largely about choice, but since the game designer determines the rules of the game world, it is also the designer who defines the limits or extent of freedom the player has. In order for a game to be fun, there have to be some restrictions—rules that govern outcomes and allowable actions, for instance—but there also should be opportunities, and in the game sense, freedom is about opportunities. Here are some of the kinds of freedoms that work well in games. Can you think of some others?

  • Freedom of Movement. Nothing gives the perception of freedom as instantly as allowing players to choose their own directions and giving them either a choice of paths or a pathless, open environment. Let the player explore the available world without too many obvious restrictions. It’s good to create some obstacles and to hold out areas that can be explored as the game progresses (see also Chapter 25, “Barriers, Obstacles, and Detectors”), but letting players wander and explore, take alternate routes, and determine their own strategies, destinations, and directions enhances the perception of freedom, even if the plot or game structure is ultimately directing them in a particular direction.

  • Exploration. Games in which there is a lot of exploration tend to feel more wide open. There’s nothing like exploring an area and then discovering a whole new region or some really interesting new location—or even an extensive underground tunnel/maze/cave that provides further opportunities for exploration. And having incremental rewards (see also Chapter 23, “Goals,” and Chapter 24, “Rewards, Bonuses, and Penalties”) helps keep the exploration fresh.

  • Experimentation. A game that encourages creativity and allows for experimentation engages players and makes them forget the limits imposed within the game. Experimentation goes well with games that also encourage open-endedness and the elements of freedom. Give players plenty to work with and different ways to approach situations or to combine elements.

  • Interactive Objects. Make as many objects in the environment as interactive as possible. The more alive the world seems, the more there is to explore, and therefore the less restrictive and limited the world feels. However, to the extent that you can, make the interactions with objects in the environment as meaningful as possible. For instance, if you let the player get a soda from a machine, that soda should do something, such as give the player a little health or provide him with a temporary ability or boost to existing abilities. Or the soda might be used to trade with another character for a useful item. The more meaningful the result of interaction, in general, the better. The thing you need to keep in mind, though, is that meaningful doesn’t always mean useful to the system. Some interactive objects can have comedic value, surprising the player, such as the soda spraying all over the place. These things are not meaningful to the actual gameplay, but they do add value to the game.

  • Player-Created Content. Allowing players to create anything from unique avatars to useful items such as weapons, armor, and power-ups, to whole new levels or even completely independent modules can significantly increase the novelty and variety offered in a game or game system. Of course, in games played in the real world, there’s often considerable opportunity for flexibility and variety among players. In computer and video games, however, this sort of flexibility often has to be designed carefully to achieve desirable options and individual expression without unbalancing or otherwise becoming detrimental to the overall game experience. Although this may be important in single-player games, it is of even greater significance in multiplayer games.

  • Recycling. It’s very politically correct to recycle, and game designers do it all the time. The idea is to allow a player to pass through an area or zone and experience a lot of gameplay there, but design it so that there is more that can be done once the player has gained in abilities or new plot/story elements reveal more about the area and make it interesting to revisit. The reward of being able to complete tasks or actions that were previously impossible also enhances the feeling of being in control, and, especially if players are allowed to rediscover the area on their own, the perception of freedom as well. This concept also works with NPCs where, when players return to a city or settlement, they can find new interactions with the NPCs, rather than the same old stale ones.

  • The Plots Thicken. Create more than one plotline, and let the player choose among various clues leading to different situations. (See also Chapter 9, “Storytelling Techniques.”)

  • Optional Activities. Create as many optional quests, missions, tasks, and activities as you can. These can be as simple as discovering false walls or hidden doors, which lead to new areas to explore, or as complex as offering whole optional quests or even professions for players to engage in. Interactive objects, experimentation, and exploration come together to make the world seem more believable by showing the official plot isn’t the only thing going on.

  • Many Missions. Another way to enhance the concept of freedom is to create a lot of missions in a mission-based game. If you can randomly generate many of the missions, you further enhance the sense of openness to the game, particularly if a player can choose from among several mission paths, so the game does not appear to be linear. Creating multiple reward paths and bonus goals further enhances the sense of choice and therefore the sense of freedom.

  • Open-Endedness. The idea of a game that has no beginning and no end but is an ongoing experience can provide a great sense of freedom. Good examples are sim games, which are not games with specific predetermined goals. Players create their own goals, which can change from one time to the next. Some level-based action games can go on forever, simply getting harder as they go, until they become too hard for human reflexes to cope with. Such games certainly challenge players to achieve greater and greater success and, in a minor way, enhance a sense of freedom in that there is no end in sight. After all, you know you can always do a little better next time. Massive Multiplayer Games and games with exceptional levels of choice, such as Grand Theft Auto III and its sequels, also seem endless and full of options for how to play.

  • The Elements of Freedom. Many games, MMORPGs in particular, create the elements of interaction without necessarily creating the story or the specifics of the players’ activities. By setting the necessary elements of a game before the player, you can encourage individual expression and a wide variety of game experiences, including emergent stories and meaningful social interaction. This is similar to open-endedness in that the game and the momentary goal-setting within the game are pretty much up to the player and are not necessarily predetermined. God games (such as Peter Molyneux’s Populace or Black & White) work this way too, by suggesting an outcome but allowing players to determine any number of ways to get that outcome, using the elements that come with their godlike nature.

  • New Openings. Periodically during a game, you should expand the scope of the game. This is common in RPGs, where the world at the beginning is generally very small but continues to expand as the plot unfolds. Often, about mid-game, the player gains the ability to travel everywhere, even the places that had previously been closed. The world seems very large by comparison. This can also occur in strategy games, especially with the development of new technologies that allow access to areas previously out of reach. In story-based shooters, whole new story elements can be introduced at key points in the plot, which could significantly open up the game experience, even going as far as to switch sides completely, as in Halo.

  • Freedom in Complexity. In some games, such as Turn-Based and Real-Time Strategy games, you may begin with a very small amount of information and a very small circle of influence. However, as the game progresses, you will find yourself managing a much greater amount of information, directing dozens of units and ranging over a very wide territory. The way such games build up and add on enhances the idea of freedom and expansion, and they rarely feel restrictive. If all that information were presented to you from the beginning, the game would seem confusing and impossible to manage. A good example of this is any game from Sid Meier’s Civilization series.

  • Random Generation. One way to keep a game open and free is to create random elements, such as events, scenes, objects, quests and missions, and even territories. Such randomness creates a different rhythm and pace to the game, keeps it fresh and unpredictable, and makes the game seem more open.

  • The Great Big Map. Some games create a sense of freedom by having a massive map or by randomly generating new locations. For instance, many games set in outer space can randomly generate planets with almost no limits, making them seem unlimited. It may also be possible to randomly generate NPCs with whom the player can interact. Other games simply create a world on a very large scale and allow players to explore freely, perhaps with some restrictions to control pacing and story development.

  • The Effect of Time. Time pressure—urgency—can have a narrowing effect on players. Partly, this is because the very nature of racing against a deadline or countdown timer restricts the range of options a player has. In contrast, when there is no real urgency or time pressure, players have the luxury to experiment and try everything. However, that is not to say that time pressure should be avoided. The trick in establishing a sense of freedom is to allow players to explore at leisure and to use time pressure in specific circumstances to change the pace and urgency of the game on occasion. Also, many games impose an artificial sense of time pressure, making it seem urgent when it really isn’t. Experienced players generally will recognize this kind of false urgency and take their time exploring and checking out all their options before proceeding. However, an inexperienced player may think the false time pressure is real and hurry through parts of the game that were better played at leisure. If a player takes a false time pressure seriously, the result will be a reduced perception of freedom, but possibly a good learning experience.

    Additionally, time can be used to affect the player’s experience in other ways, such as changing the time of day or the seasons of the year. Various gameplay-related elements may depend on time or the effects of time passing. Maybe you can’t reach a cave that is on the other side of a lake until the lake freezes in winter. Or maybe you can’t catch the werewolf until the full moon. For more on the effects of time in games, see Chapter 29, “Time Limits and Time Manipulation.”

  • Use All Dimensions. To further enhance the sense of freedom, allow players to experience three-dimensional thrills. Let them swim and dive to the bottom. Let them fly. Let them go underground and explore dark, dank places or fiery caverns...whatever. But let them move. In some games, it’s even useful to let them move through time—the fourth dimension. Or outer space. Or even inner space (the dimension of the mind). Different-sized frames/scales could include cellular, microscopic, small, large, planetary, or galactic.

  • Puzzles. By puzzles, I don’t necessarily mean literal puzzles, like crosswords or Rubik’s Cubes. I mean that situations players find themselves in should engage their minds. While engaged and focused, time passes very differently from when things are ho-hum and same old, same old. Mental (and physical) challenges can make even a small environment seem much bigger, simply by the additional energy and time it takes to interact with them. Therefore, instead of having a room in a game where you add a few enemies and call it done, consider creating a situation in that room—a situation that the player must figure out in order to advance. This makes that room more than just something the player has passed through. It becomes an experience. Which would seem bigger—a game with 10 rooms, each of which was pretty much the same and had limited options, or a game with 10 rooms, each of which was a new challenge to master and possibly full of different activities, options, or opportunities? The answer is obvious. But even in a very large game, you can add significantly by considering the makeup and nature of challenges in every aspect of the game and in every location. (See also Chapter 27, “Puzzles.”)

  • Open Spaces and Safe Zones. As a corollary to the preceding paragraph, however, players also need relief from stress. In some high-intensity games, every step the player takes is contested. However, in many games varying the pace is preferable, and having the player go through a sequence of heavy challenges to be followed by some exploration with minimal challenge or a chance to rest in a town or do something less focused can enhance the openness of the experience. This can be especially true in games with large maps. Some parts of the map might be especially dangerous, but others can be quite tame, with perhaps a few interesting views, items to locate, or something new to discover. Sometimes just the feeling of running across a vast landscape can provide a feeling of freedom.

  • Deep Immersion. Some games give you the impression of freedom because, although they are not gigantic in size or scope, they have you so immersed in the action that they just seem bigger. Doom was a great example of a game that wasn’t all that large, really, but that seemed big because every moment was intense. You didn’t think about size in traditional terms, but about how deeply you were embedded in the experience when it was happening.

What Restricts the Player?

While many elements of a game can contribute to the sense of freedom, other elements can be restrictive. In this section, I’m not talking about traps, barriers, and obstacles put into the game to restrict motion or freedom intentionally. Those are covered in Chapter 25, “Barriers, Obstacles, and Detectors,” and Chapter 26, “Traps and Counter Traps.” This list is about ways that people may inadvertently restrict the sense of freedom in a game.

  • Time Pressure. This tends to constrict a sense of freedom, though it can be used effectively, especially if balanced with less time-sensitive experiences. In large map games, time pressure can be used to encourage players to explore further (especially timid or less aggressive players). By giving them a mission or quest that requires them to go to a new area within a specifically allotted amount of time, time pressure becomes an asset that broadens freedom. (See also Chapter 28, “Controlling Pacing,” and Chapter 29, “Time Limits and Time Manipulation.”)

  • Small Game without Big Gameplay. Having a small map or small area doesn’t necessarily restrict the impression of freedom for a player, but in a game with a small space, there has to be a lot to do. (Of course, this doesn’t refer to arcade games such as Tetris or Missile Command, where the size of the game space is not relevant but the ongoing challenge is.)

  • Lack of Choices. This is the most basic of restrictions. If the player is forced into very narrow options, the experience of freedom is necessarily limited. For instance, having a shooter in which there is only one gun and no power-ups would be pretty restrictive—and possibly boring. Having an RTS with only one technology path or with only one type of warrior would be boring and restrictive. Giving players at least some options and choices certainly creates better games in almost every case, but it also enhances the perception of freedom.

  • Too Many Choices. Obviously, the corollary to having a lack of choices is that too many choices, particularly meaningless complexity, is actually restrictive as well. Just having a hundred different unit options doesn’t make a game necessarily better. It might be that the ideal number is five...or twenty. So, players need to have choices and options, but the choices and options you offer them must be meaningful to the game and to the players’ goals. (See Chapter 23, “Goals,” and Chapter 24, “Rewards, Bonuses, and Penalties.”)

  • Non-Interactive Environments. You can have lots of rooms with lots of objects in them, but if you can’t interact with any of them, they are window dressing. I’m not saying that a good game has to make every object and NPC interactive to the player, but to the extent that you increase interactivity in the environments you make, you increase the perception of freedom by virtue of additional player choices. Still, interaction with the environment, to be really useful, should be meaningful. You can chop down trees. So what? But what if you can use the lumber or clear a road, or what if cutting too many trees changes the local ecology and displaces wild beasts or causes the climate to change? What if you can cut down trees to block your enemy’s supply lines or even to drop them on top of your enemies? In each case, cutting trees has meaning to the player and is worth doing. Cutting trees where there is no effect whatsoever is ultimately boring, and in my world, boring is restrictive. (Also, see the upcoming “Interactivity with the Environment” section.)

  • Too Much Information. Players often get a lot of information at different points in a game, but if the game is well designed, they are ready to use and absorb that information. But if too much information is given to players when they aren’t prepared to deal with it all, they can retreat into confusion, and overly confused players are restricted in their sense of connection to the game. Some confusion is desirable. Players should be mystified at times and curious. So it’s just a matter of not overloading a player or presenting too much at once.

  • Too Little Information. On the other hand, when there is just not enough information to work with, players can feel restricted by not knowing what to do or even what the options are. There’s a range between too much and too little information; players want to have stuff to figure out, but not be totally in the dark—at least not usually. Sometimes leaving players floundering can be okay, but not when there’s too much of it. And, if you are going to leave players completely in the dark about something, it’s sometimes helpful to make it obvious that they aren’t supposed to know that yet. There are many ways to inform players that they aren’t going to get their questions answered—yet—through interactions with NPCs or sometimes simply by the way you unfold events, where the mysterious aspects of the world are obvious, and it’s clear enough that the answers will come in time.

  • Too Few Options/Skills/Weapons/Etc. This is obvious and similar to the Lack of Choices item, but it is more specific to the system, where lack of choices refers more to the story or player decisions during the game. Having one gun, one or two skills or abilities, and limited options for enjoying the game is restrictive, although having one or two weapons and a lot of ways to use them is not. Imagine Tomb Raider without the ability to climb up to high places or without the ability to jump. You might still enjoy the game, but it wouldn’t be the Tomb Raider we know.

  • Meaningless Interactivity. Despite the previous item, some activity does nothing to enhance a game or to enhance the perception of freedom. For instance, it doesn’t do much for a player if he can go up to a soda vending machine and have it pop out some pop if you can’t get something from the pop itself—such as quenching thirst or perhaps reviving health or even a special buzz that makes you move faster for a short time. Just having a can come out of the machine isn’t really meaningful interactivity and ultimately does little after the first time a player does it and finds out it is useless. In this case, where there’s a reward or purpose, it’s meaningful. Otherwise, it’s not.

    This same principle applies to interaction with NPCs. For instance, just because you can interact with every NPC in a game, that doesn’t mean it’s good. If most of the interactions lead to meaningless dialog that has nothing to do with the gameplay, then it’s mostly a waste of the player’s time. That doesn’t mean the relevance of an interaction has to be obvious. It could be subtle or obscure, but it should ultimately have some meaning. (Refer to the Too Much Information and Too Little Information items earlier in this list.)

  • Linear Fixed Missions. Although many games successfully work with fairly fixed structures of missions and/or levels, these types of games often do not feel as free and unrestricted as games in which players have more choices of what they do. (See the next item on the list.) However, even with fixed mission structures, a well-designed game can feel free if the gameplay within the mission allows for experimentation, choice, and variety.

  • Fixed Paths. Like fixed missions, putting your characters on a rail or steering them to only one path, even when others seem to be available, is restrictive and lessens the perception of freedom. Some games have beautiful artwork that suggests a larger world around the player, but they cannot visit any of the landscape they see. They can only stay on a very restricted path, perhaps with occasional intersections and forks. Seeing a larger landscape and being unable to enter it feels restrictive.

  • Repetitive NPCs. NPCs who continually say the same thing hurt the sense of immersion and illusion that makes a game seem real. It’s a cliché that NPCs rarely change their tune unless they are part of a mission/quest or about to tell you about one. However, games where there is variety and a bit of the unexpected seem more real and, as a consequence, more free. It’s a minor point, and less important than some others, but more interesting NPCs can create a more interesting world environment, and it probably would only require a good writing team a few days to come up with plenty of variations, jokes, and interesting comments from NPCs. With a little more work, the NPCs could actually make relevant statements based on the player’s own experience in the game to that point.

  • Repetitive Mission Types. This is pretty self-explanatory. Variety is the spice of life and gaming, and having a bunch of cloned-off missions that all feel the same is stifling to a game and ultimately, in an indirect way, to the sense of being free. Conversely, having missions that are different and surprising, offering different experiences and challenges, makes a game seem bigger, broader, deeper, and freer. There are advantages to having some predictability or consistency within a game, however. And there are games that seem to thrive on repetitive mission types. So this isn’t a fixed rule, but an invitation to make games more interesting by adding more variety to the way missions, tasks, and quests are designed.

  • Lack of Mental Challenge. If a game doesn’t challenge the mind, it ultimately gets boring and feels restrictive. How often have you played a game that seemed fun at first, but never got beyond its original premise? You found yourself doing the same things over and over by rote and ultimately asking yourself, “Why am I still playing this?” Chances are those aren’t the games you finish.

  • Repetitive and Awkward Interfaces. Having done the same thing over and over again in an inefficient manner can be very irritating. Many games require repetitive actions—in fact, most games do. But when the repetitive action is annoyingly awkward to do, especially when the immediate reward is minimal, it is tiring and restrictive from the point of view of wanting to continue playing.

  • Too Much Character Maintenance. In some games, it’s fun to have to feed your character, rest when they get tired, repair equipment, clean up after them, and so on. It works in some games, but too much of it can be stifling and can detract from the main fun of the game (unless that is the fun). In a game of exploration and/or action, too much character maintenance may limit your range of exploration, the speed at which you can experience the action, and other aspects of the game. What? I have to stop and feed this guy again? I have to repair that sword? I just did that five minutes ago. (It was probably an hour ago, but that’s the nature of subjective time-shifting in games.) Balance plays a large part in this, however, since character maintenance is often intentional and a part of the game, but you need to find the line where it becomes too much.

  • Sore Feet. Too much meaningless travel from this place to that place, with little purpose or little reward, is not fun. Travel from place to place can be very rewarding and fun and can further the game in many ways, but the fourth or fifth time you’ve done the same long trek to deliver a message, it will seem dull and annoying. This is restrictive. If you have to make me travel, give it some variety and a decent amount of reward. Or give me a shortcut after the first or second time I’ve already made the journey—a teleportation device, fast conveyance, or something. On the other hand, depending on the game, you may need to be careful that you don’t make travel too easy or convenient, particularly if world exploration and chance encounters form a large part of the gameplay. As always, balance is key.

  • Bad Acting/Dialog/Plot. Yes, a game will seem more restrictive if you aren’t engaged. If a story sucks or the acting is totally lame, the game won’t feel as open and engaging, the rooms will seem to shrink in on you, and you’ll just want to get out. If you’re deeply immersed in the world, you feel expanded somehow, but if you’re barely tolerating it, you may be looking for something else to do instead of playing this game. Well, at least that’s what happens to me. Of course, where the acting is intentionally bad, as in a parody of bad acting, that can be amusing if it’s not overdone.

Note that each of the examples in this section depends on subjective evaluations. None of them is absolute, and each game requires its own balance of elements. For that reason, I encourage you to consider each of these items as suggestions or warning signs, but not as absolute truisms. (See also Chapter 21, “Experiential Design”—the sections on what is fun or not fun.)

Ways to Make a World Feel Alive and Real

Every game involves a world of its own, and immersive 3D games in particular provide environments that are diverse and full of opportunities to create a sense of reality and the unpredictability of a living world. In this section I look at some of the ways you can bring life and a greater sense of involvement to your worlds.

Interactivity with the Environment

Creating an environment that is interactive and responsive to the player’s actions is one of the best ways to create a living world. While every game creates a world, not every game world takes full advantage of its many opportunities for player interaction. The more players can interact with the elements of the game world, and the more the game world itself responds to the player’s actions, the more vibrant and real that world will seem...and the more satisfying the player’s experience will be. Most games allow players to interact with doors and other common and necessary objects. However, to create the most realism in the game, you can go much further.

One caveat is to avoid interactivity that is simply frustrating. For instance, suppose you make a world in which every container, cabinet, or appliance can be opened, but you never put anything interesting inside these containers. What’s the point of the interactivity? Be sure there’s a reward for curiosity, exploration, and experimentation. How you reward players is up to you. You can do it in predictable ways—you open a desk drawer and find a clue, some money, or a gun—or in unpredictable ways—you open a desk drawer, and a jack-in-the-box springs out, or you find a girly magazine, a note from your girlfriend, or your most recent email (from the real world). The opportunities are pretty much endless.

Again and again in this book you’ll encounter this idea. Interactivity is what it’s all about. I’ve said it repeatedly. This chapter is all about the way to make a game as interactive as possible. There’s plenty of room for expansion, however. This is just a guidepost for you to come up with your own ideas.

The General Environment

Players should be able to have an effect on the world around them. That means what they do should change the world. For example:

  • You walk out into traffic, and the cars stop or swerve, perhaps causing a traffic jam or an accident. The cars might even hit you and show damage (not to mention the damage you suffer).

  • You walk around town brandishing a weapon. People back away and try to avoid you, or they attack you.

  • You are walking around with something interesting in your hand, and people respond to you because of it. For instance, you are carrying a balloon, and a kid comes up and asks whether he can have it. (What do you do, and what is the result of your decision?) Or you just completed a quest and obtained a fantastic jewel-encrusted amulet that gives you added health or something—and some people notice it and offer compliments or try to buy it, and some people want to steal it.

  • You shoot a wall, and parts of the wall crack and fall away. When you come back later, the wall is still damaged, or perhaps someone is repairing it.

  • You feed a barking dog one day, and the next time you pass by, it doesn’t bark at you, but wags its tail expectantly.

  • Elevators might work and allow you to punch your floor, hold the doors open, hit the emergency button, and so on. Think of gameplay reasons to control the elevator directly.

  • You can pick flowers off bushes. Of course, there’s the issue of what you do with those flowers, but there are lots of ways flowers can be useful—as gifts, as food or medicine, as decorations, as a way to jazz up your image, or as a way to cheer someone up or brighten an environment. There is also the possibility of getting in trouble for picking the flowers. Perhaps you are trespassing, and now you have to deal with the angry owner of the property—and the flowers. Any of these ideas could have impact in a game, depending on the premise and situations.

  • You can open almost anything—a box, a drawer, a cabinet, a refrigerator or freezer, a cookie jar, and so on. But why do you open it? What’s the reward?

  • You pull a book from the bookshelf, and it opens a hidden doorway (or some other variant on that theme). Or maybe it has a loose sheet of paper in it with a clue, or some money or jewels hidden in a cavity carved into the middle, or it contains special magical incantations or a recipe for Aunt Martha’s Pot Roast Pudding.

  • When you pass near an NPC, he makes a comment—particularly a personalized comment—that acknowledges your presence. This is particularly effective in contested areas of a game. For example, you enter a town, or a section of a town, that’s under siege. As you pass through the entrance to the area, the guards make a comment like, “Help has arrived. <Your name> is here. I’ve heard tell she’s among the best and the bravest of our warriors.” It doesn’t matter that the player might be a relative beginner; hearing such a message from an NPC tends to give even the most jaded of players a little thrill. In MMOs this is even more effective because all players within the vicinity hear the message.

Vehicles

Vehicles have often been depicted in simplistic terms, except in vehicle simulators. There’s nothing wrong with using vehicles as basic transportation, or, in arcade games, as simple objects that speed up, slow down, turn, crash, and little more. However, in making a game seem more alive, vehicles can be designed to enhance the experience in a variety of ways.

  • The gauges work properly.

  • You can turn your head and see what is going on to the side.

  • You have a rear view (mirror, camera, etc.) that allows you to see behind the vehicle.

  • The controls are logical and all functional.

  • The vehicle moves realistically (for what it is) and with applied physics.

  • You can use the radio or insert music CDs and have the game music change to whatever you have chosen.

  • The vehicle has a GPS guidance system or equivalent.

  • The vehicle talks to you.

  • You can open the glove compartment and perhaps find interesting items inside.

  • Likewise, you never know what might be hiding in the trunk.

  • Windows are breakable.

  • Damage is noticeable and increases over time if you are not careful with the vehicle.

  • Vehicles are responsive to damage, so if you blow out one of your tires, the car handles differently.

  • There are realistic passenger limits.

  • Other people in the vehicle can use things, such as mounted weapons or power windows.

Other Machines

Other machines include the bizarre, the fantastic, and the mundane. For instance:

  • You can open a cash register and find money.

  • Telephones work unless you smash them up. Who can you call? Who will answer?

  • Refrigerators, microwaves, and other kitchen appliances function.

  • You find a blender in the kitchen and some fruit on the counter. You get some ice from the freezer and make yourself a smoothie. When you drink it, you feel better. Maybe different blends of ingredients affect you differently.

  • Televisions, radios, and stereos function when you click on them. So do remote controls. Different programming is available, and perhaps some of it contains clues or is relevant to the game’s plot, such as a news bulletin stating that you are wanted by the police.

  • Data devices, such as computers, PDAs, and so on, should function and should access something.

  • Vending machines should do something, even if it isn’t useful. (Useful is by far preferred, however.)

  • ATMs might be a way to get money.

  • If something has buttons, levers, or knobs, they should do something when pressed, pulled, yanked, or twisted.

  • Perhaps you can come up with a clever way to use a paper shredder, a stapler, or a paint sprayer?

  • You find a mysterious alien device that’s either an all-day sucker or a universal translator.

  • Exposed live wires can cause shock or be used to electrocute an enemy or to power something.

Buildings

Often in games, buildings are nothing more than containers with walls and entrances/exits. However, buildings are full of opportunities for interaction:

  • Windows can be opened, closed (locked or not), or broken.

  • Lights turn on and off (unless you shoot out the bulbs or turn off the breakers).

  • Bookshelves can contain readable books (and clues).

  • What the player does should have an effect. For instance, if the player drops something, it stays where it was dropped. If he moves furniture, it stays where it was moved to.

  • If the player shoots something—for instance, puts a bullet hole in a wall—it remains there. Maybe the police find the bullet and trace it to your gun.

  • Vacant buildings can have people squatting in them. You can interact with them.

  • Random buildings might contain useful items.

  • Preferably, the interior of a building would match the exterior. For instance, if a building is several stories high, as seen from the outside, it should have several stories on the inside. It can be more interesting (though not required) if accessing the higher stories involves some kind of challenge or puzzle.

Caveat: If a building is empty and never has a purpose in the game, then having it be open and accessible is not so desirable. It simply wastes the player’s time and leads to disappointment. If there’s a place to explore, make it worthwhile, even if it cannot be explored until later in the game.

Shops

Many games feature shops, which are more often than not treated essentially as vending machines, even if there is the fiction of a shopkeeper. There is no haggling over price; rarely a concept of economy, where items might fluctuate in value based on supply and demand; and so forth. Here are a few ideas for making shops more interesting—but only if doing so would enhance the enjoyment of your game.

  • Shops should have items on display. If possible, they should be items you can interact with.

  • Shopkeepers will bargain, but they try to get the best price. Some might even refuse to bargain with the player if they are as low as they can go, the player doesn’t have the authority to bargain, or the player has made an enemy out of the shopkeeper.

  • If you keep selling the same thing, unless its value is established as a firm quantity, it will ultimately become less valuable.

  • Some items are subject to fluctuations in price. For instance, food items might be more expensive in winter. Metal weapons and armor might fluctuate with availability of raw metal. You discover an iron deposit while exploring, and metal goods get cheaper. Iron deposits are exhausted, and metal objects gain in value and price. Gems and jewelry might change in value. For instance, suppose you found an emerald mine and brought in and sold a bunch of emeralds. Perhaps jewelry that uses emeralds (possibly for some magical purpose) would become cheaper. Or you found a great source of iron ore, and you go into business with the local blacksmith, also getting better prices from him for his products and services. And so forth...

  • You can steal from shops, but don’t get caught!

  • You kill a shopkeeper, and the store is closed and boarded up the next time you come to shop there.

  • Maybe you see a funeral procession driving by with mourners lamenting that the poor soul was killed by <your name>—but only if you left clues or someone saw you do it. Otherwise, how would they know it was you?

  • If you’re a good regular customer, the shopkeeper remembers you—he might even offer a special deal, a discount, a “buy 10 items, get one free card,” or a bonus item.

  • If you do something to upset or offend the shopkeeper, you’ll have a hard time getting good deals or trading at all!

  • Items you sell remain in the shopkeeper’s inventory for a while. (However, they might get sold to someone else!)

  • You might sell some unique item to a shop, only to find it on one of your enemies later. The enemy bought it and tried to use it against you.

Natural World

You can consider the natural world as simple window dressing—nice artwork and scenery—or you can consider it a living system that responds to the actions of the NPCs and the player. Here are some ideas for making the world seem more alive in your games. I’m sure you can think of many more.

  • If you cut down a tree, it leaves a stump and a fallen log. Unless your game covers hundreds of years or someone uses the log for lumber, the stump and log should remain. Over time, animals move in and use it as a home. Termites eat it and fungus grows on it. If your game covers sufficient time, the natural features of the world would change.

  • If you plant something, it should grow as time passes (unless conditions are so unfavorable that it dies).

  • Some trees lose their leaves in winter. Others do not.

  • Wind blows and varies in intensity and direction. Sometimes it gusts through the environment. Some places it’s more or less constant. It blows more intensely during a storm.

  • The world is dynamic—seasons change, day and night and dusk and dawn happen, moons rise and fall and go through phases, things grow, die, and decay, and so on. City streets get dirty; street cleaners come once a week and eliminate the trash. Planes fly overhead at intervals—more frequently (and lower) in the vicinity of an airport. Weather happens. When it rains, puddles are formed and dry up over time. When it snows, the snow may stick for a while, or it may build up and make routes difficult or impassable.

  • You hunt predators, and consequently there are fewer of them. Moreover, there are more prey animals, which could become a problem. Or, you hunt the prey animals, causing the predators to be more desperate for food and therefore more aggressive over a wider territory.

  • Creatures respond to you realistically. Some respond with fear; others with aggressiveness or even curiosity. It may be possible to alter a creature’s response, perhaps by feeding it or helping it against an enemy. In some games, it’s possible to tame creatures and make them your pets and companions.

  • Creatures have a range of hearing, smell, and sight. It may be possible to sneak up on them or pass by unnoticed if you can judge the wind direction and other factors—and avoid stepping on a twig in the forest.

NPCs

NPCs often do very little to enhance the sense of realism in a game. They are like movable icons, sometimes representing a simple concept. There’s nothing wrong with that—many of the early Role-Playing Games treated NPCs as simple scenery, with an occasional NPC who was an information giver. However, in recent years NPCs have begun to seem more alive and more like individuals with specific personalities and their own stories. Here are a few ways you might enhance the player’s experience by enhancing the NPCs. You’ll come up with more if you think about it.

  • You steal something or do something mean, and the people around you notice and act differently. Conversely, you might do something kind or generous, and NPCs might notice that and act differently toward you.

  • NPCs should always be true to their nature, which means that they will attempt to fulfill their purpose, whatever it is. So, NPC interactions should be consistent with who they are and what role they are playing. (See also Chapter 13, “Character Roles and Jobs.”)

  • You attack an NPC, who reacts with a realistic response—attacking back or cowering and possibly running away. It shouts at you, “What do you think you’re doing?” It threatens, pleads, or complains. In the majority of games, if you attack an NPC who is not flagged to be attackable, then they are a) invulnerable, and b) completely unaffected in any way. Their body doesn’t move. They don’t say or do anything. Although this is pretty much a game cliché by now, it’s far more interesting if your victim did or said something to indicate that attacking them wasn’t cool, even if they don’t fight back. One notable exception can be seen in the games Morrowind and Oblivion, in which you can kill pretty much anyone if you are strong enough, and they all tend to react to being attacked.

  • You walk up to an NPC on the street and initiate conversation. The NPC reacts like anyone would. Some will talk to you. Some will tell you to buzz off. Some will look at you like you have a big gaping hole in your face.

  • NPCs react to the players actions. For instance, if you are being chased by the police, some NPCs might try to stop you, and others will dive for cover. In a high-speed pursuit, people will pull over to let the police go by. Or you steal an ambulance, and people get out of your way when you turn on the lights and siren.

Random Objects and Effects

In addition to the predictable and expected items you’ll find in any game, the world can also be populated by random items and effects.

  • You shoot the tire of a car, and it loses control or begins to swerve.

  • You open a mailbox and find mail in it.

  • Parking meters are counting down time. People are coming and feeding the meters, and meter cops are giving tickets if they don’t. You can put a quarter in the meter and stop the cop.

  • The locals are having a parade. You can join it.

  • A couple is having an argument. You step in and help them calm down. Maybe it works and something good comes of it. Maybe you end up in a fight.

  • A drunk starts getting belligerent. You step in and help him sober up.

  • You’re exploring a house and find a coffeemaker with coffee in it. You pour yourself a cup and drink it. Maybe you feel a little energized.

  • You can climb to the top of an electrical tower and make a zip line out of the high-tension wires.

  • Some random passerby drops a wallet full of cash. You can keep the cash or return it. If you return it, the NPC accuses you of theft and starts calling for the cops. Or the NPC turns out to be a very important person and offers you a job or a mission. Or he turns out to be very wealthy and offers you a big reward for your honesty. Or another NPC witnesses your act of honesty and offers you some kind of reward. You get the picture. It all started with your decision about whether to return the wallet or keep the money.

Using Physics

From the amount of skid in the tires of a fast-moving vehicle rounding a corner on asphalt or gravel to the impact of a bullet hitting a person’s body or the effect of a thousand-pound safe landing on someone’s head, physics plays an increasing role in game design. But the use of physics in the world model is only part of how it applies to games. Physics can also be used to imply gameplay. For instance, the physical property of displacement, meaning essentially that matter takes up space and cannot coexist in the same space with other matter, can be used to create a puzzle involving raising the level of a quantity of liquid by dropping items into it to make it rise. Less commonly, imagine that principle applied to teleportation. What would happen if someone were teleported into solid matter? For that matter, what happens to the air molecules that exist where someone is teleported?

Physics also comes into play, for instance, in a puzzle that involves expanding or shrinking a metallic object (which would use heat or cold, respectively). These are just a couple of examples showing how understanding basic properties of physics with regard to the real world can lead to some game design opportunities. Can you think of more?

To begin with, it’s good to be versed in Newton’s famous laws:

  1. Every object in a state of uniform motion tends to remain in that state of motion unless an external force is applied to it.

  2. The relationship between an object’s mass m, its acceleration a, and the applied force F is F = ma.

  3. For every action there is an equal and opposite reaction.

Newton also developed a law of universal gravitation, which, according to Wikipedia goes something like this:

Every point mass attracts every other point mass by a force pointing along the line intersecting both points. The force is proportional to the product of the two masses and inversely proportional to the square of the distance between the point masses:

Using Physics, where

  • F is the magnitude of the gravitational force between the two point masses,

  • G is the gravitational constant,

  • m1 is the mass of the first point mass,

  • m2 is the mass of the second point mass,

  • r is the distance between the two point masses.

Newtons’ gravitation formula can be simplified to F=mg.

Other useful calculations include Galileo’s research on falling bodies, which helped to describe how fast something falling from a height will accelerate. To make the calculation lot simpler, however, you can find gravity calculators such as the one at www.gravitycalc.com, where you can even apply the calculations to other planets in our solar system and see, for instance, how far a body would fall in five seconds on Earth as compared to Jupiter (122.5 meters versus 323.5 meters).

Armed with a bit of basic physics knowledge, you can design puzzles and situations based on any number of other physical properties. Of course, in a world of your own creation, you can alter known physics or even invent your own. Turn Newton on his head and see what happens.

Many of the physical properties in the following list are properties we all take for granted, such as the fact that various materials burn or melt, or the hardness of steel or the resilience of rubber. We live with gravity every day of our lives. But keeping in mind these properties, how can they be used within game situations to make interesting puzzles and challenges for players?

The more accurate and consistent the physics of a world are, the more realistic it will seem. It doesn’t have to be the physics we are used to here on Earth, however. It just has to be consistent for the world you are creating. So, in a world where magic works, there might be some different physical properties. In a world with lower gravity, the physics would be the same, but many of the applications of those physics would be different. It is possible to create worlds where the physics are completely alien, but if they are applied consistently players will become accustomed to the rules of the world and will come to see them as realistic—for that world, at least. However, in games based in Earth reality, the proper application of physics is even more important, since that is what we know best. This is very noticeable in simulation games but can apply to every type of game, from arcade platform to FPS. The more realistically you attempt to render a world environment, the more important the application of proper physics is.

The following lists are meant to inspire you to think about the properties of matter and the physical universe. In some cases, the lists contain merely elements for you to explore more deeply—suggestions as to how you can design better games by being curious and researching how things work. As always in this book, the idea is to inspire you to create better, more innovative and original games. Knowing how physics works is just one area that can help you do that.

Basic Physical Properties

What are the basic physical qualities of matter in our universe? Here is a fundamental list:

  • Mass, density, and weight

  • Hardness

  • Brittleness

  • Shear and splitting

  • Flexibility

  • Malleability

  • Ductility (metals)

  • Resilience

  • Moldability (shape memory)

  • Luminance

  • Friction quotient

  • Transparence/opaqueness

  • Color

  • Reflectiveness (including albedo)

  • Absorbency

  • Magnetic properties

  • Oxidation

  • Conductivity (heat/electrical)

  • Freezing temperature

  • Melting temperature

  • Kindling temperature

  • Boiling temperature (turns to gas)

  • Wind resistance

  • Inertia

  • Acceleration

  • Balance point

  • Abrasiveness

  • Tensile strength

Temperature

Understanding the effects of temperature on objects and materials can be useful in designing puzzles and situations in games, and also in developing realistic special effects. Here are a few temperature-related variables:

  • Heat (effects of)

    • Melting Temperature. You face a barrier that can’t be moved or destroyed, but with heat, you can melt it to remove it.

    • Boiling Temperature. You heat a substance until it boils and use the gas to power a machine, to locate an invisible enemy or item, or to poison them.

    • Kindling Temperature (Flammability). Use a heat source—a mirror focusing the sun or a laser or a flame spell, for instance—to cause something to catch fire. Perhaps it’s a dangerous creature about to attack you or an evil book of magic that can only be destroyed by fire.

    • Heat Conductivity and Insulation. You have a frozen demon embryo, and you have to take it through a hall of flame to the waiting exorcists. You must find something that will insulate it and keep it frozen. You are trapped in an ice chamber, but there is a source of heat through a wall. You force your sword through the wall to conduct heat from the source into your chamber, melting the ice wall.

    • Effect on Gasses. You apply heat to a container of gaseous material, causing it to explode.

    • Effect on Metals. You use a torch to cut through a metal wall and escape a prison, or you use heat to weaken the bars of a prison so you can spread them open and get through.

    • Effect on Liquids. Use hot liquid (such as a hot bowl of soup) as a weapon. Boil a liquid to create pressure to blow something up.

    • Effect on Solids. Use heat on a solid surface to reveal a hidden message embedded in the surface. (See the Melting Temperature entry above.) Use heat on a stone to cause it to crack. Perhaps it reveals a secret item inside. Freeze a contained liquid to break the container without losing a lot of the liquid.

    • Effect on Organic Material. Heat generally cooks organic material, killing it if alive, killing germs and viruses, and making it palatable for eating. The possibilities are virtually endless.

  • Cold (effects of)

    • Freezing Temperature. Lure a lizard alien into a cold place where it freezes at a higher temperature than warm-blooded humans.

    • Heat/Cold Conductivity and Insulation. Build an igloo to stay alive in the frozen north.

    • Effect on Gasses. A dangerous gas has been released. Bring down the temperature of the area to cause the gas to condense and liquefy.

    • Effect on Metals. Use extreme cold to make a metal object brittle, then break it.

    • Effect on Liquids. Use a source of cold to cause a liquid to freeze solid so you can contain or transport it or use it as a weapon. Freeze a liquid so you can walk on it.

    • Effect on Solids. Pour water on a stone and then freeze it, causing it to crack. Freeze a metal to make it brittle so you can break through it.

    • Effect on Organic Material. Use cold to keep someone from dying of a fever. Use cold armor to protect someone from extreme heat. Freeze someone in their tracks.

Mass versus Volume

More fun with physics. How do mass and volume affect matter, and how could you use these principles in your games?

  • Gravity

    • Drop something to break it, to hurt someone below, to break something else, etc.

    • Use gravity to roll a grenade or bomb down a hill at an enemy.

    • Cause an avalanche.

  • Buoyancy

    • Float empty containers on water and use them to cross to the other side.

    • Figure out how much a particular boat can hold, and possibly how many boats or trips you’ll need to transport some cargo.

    • Use buoyancy to design something that can float on water, perhaps getting you or your cargo across some water.

  • Displacement

    • Throw objects into a body of water to cause the water level to rise and overflow, possibly putting out a fire or allowing you to drink.

    • Use displacement of objects to measure a particular amount of water.

  • Pressure (internal or external)

    • Jam an air hose into the mouth of an enemy and make him explode.

    • Use hydraulic systems to increase the amount of force applied.

    • Jettison someone out a torpedo tube and let the water pressure crush them.

    • Switch out liquids for a hydraulic system to make it more effective.

Motion

Physical motion is as common as it gets. Just about everything moves in a game set in a realistic world.

  • Newton’s laws. (We use these in all physics.)

  • Friction (causes heat, slows down moving objects, can wear away surfaces).

  • Centrifugal and centripetal forces (create pressure and tendency to move inward or outward).

  • Lift (as in airfoils—basically upward or downward pressure from moving gasses over a surface).

Electromagnetic

Understanding electrical and magnetic effects can lead to new game elements and options. Here are a few areas related to electromagnetism that you might want to understand. Once you get a sense of how these things work, you can use them to good effect in some of your games.

  • What are amps, volts, watts, and ohms?

  • Magnetism (attraction and repulsion, electricity induction with motion).

  • Electrical conductivity, resistance, and insulation (levels of conductivity).

  • Mechanical switching of electricity.

  • Electromagnets and electric generators.

Waves

What waveforms exist in our world? Delve deeper, and you might find ways to use the principles of wave propagation in your games.

  • Frequency and intensity

  • Electromagnetic: UV, visible, heat, radio

  • Sound propagation

  • Reflection, refraction, and diffraction (going around corners)

  • Superposition (the property behind a sonic boom)

  • Harmonics

Potential and Kinetic Energy

What is the difference between potential and kinetic energy? How can you use that in games? Here are a couple of areas to consider:

  • Motion (springs, collisions)

  • Thermodynamics (heating, cooling, and state of matter changes)

Randomness

Living worlds are unpredictable, so adding elements of the unexpected can help a world seem more real and alive. Random elements can be incorporated into the gameplay as part of the critical path or as side tasks, or they can be non-interactive, meaning that they are just effects, such as sounds and visuals, meant to add more variety to the world’s environment. For example:

  • Accidents. Things happen in the world that are both unpredictable and accidental. People stumble when they walk or slip on a banana peel. Trees (or parts of them) fall in the forest. Cars have fender-benders or bone-crunching impacts. Birds poop on people, windshields, and just about anything. Having low-probability accidents can add to the aliveness of the world.

  • Breakdowns. Things sometimes break, fall, or shift positions from a sudden gust of wind. Things wear out and stop working. All kinds of random events can happen when things break down. Breakdowns can function as part of the plot by providing new and unexpected challenges for players, or they can simply occur as events without direct relation to gameplay. Having breakdowns function within a game can cause sudden shifts in the player’s focus. This can be frustrating at times; for instance, if the player is rushing to complete a task, and the vehicle or weapon (or whatever) he depends on stops functioning. If there is a rewarding side task in getting it fixed, the player may forgive you. But, just as in real life, players will often be frustrated by having unexpected obstacles thrown in their path toward success.

  • People. People often do random and mysterious things. Having random NPCs do something completely out of the ordinary could provide at least some amusement for players. Animals (and robots and computers and gods) can be used in the same way.

  • Rewards. Certainly many reward systems in games have an element of randomness. For instance, if a game world typically has many chests or secrets that offer special rewards, it is common to create somewhat random outcomes each time a player searches one of these items—unless it is part of a very specific situation or quest, in which case its contents probably never change and always remain in context for the current quest, task, or situation. But random rewards function much like lotteries: Even if most of the rewards are ordinary and many are essentially useless, the possibility of something really great appearing keeps up the anticipation. But of course that great reward has to happen with sufficient frequency to allow the player to maintain the sense of anticipation—looking forward to each opportunity to gather a reward in the hopes of gaining something remarkable.

Cause and Effect

Consider the actions and events that occur in the game. Does each action produce recognizable consequences? One form of cause and effect is very simple and direct. For instance, if you hit a vase with a baseball bat, the vase will probably break if you hit it hard enough. Or, it might simply fall off its pedestal and roll around on the floor. If you shoot a window, it might shatter, or the bullet might simply make a small hole in the glass with some cracking around it. If the glass is bulletproof, what happens to the bullet? If you water a plant every day, it will likely grow, unless it is a cactus and you cause its roots to rot. What the player does (and what NPCs do) should cause direct effects consistent with the game’s world.

Continuity

A world feels more real if there is some consistency and follow-through in the game design. One way to achieve this kind of realism is to create a self-consistent world in which events have consequences, and consequences are consistent as you play. If the player has shot someone and gets away, that person should remember the player shot him and act differently toward him in the future—perhaps with anger, aggression, or fear. If the player breaks something in the environment or takes something, it should remain broken or taken. In movies it would be part of what is called continuity. The world should be consistent and true to its rules. Of course, if objects naturally repair themselves in the world you are creating, then they should do so. But in most worlds, broken things stay broken unless someone comes to fix them.

Many games are guilty of continuity errors, and players are often quite forgiving of them. For instance, the NPC who keeps telling you the same information over and over or who doesn’t remember that you already completed a quest is annoying (see also the following “NPCs” section) is common enough to be overlooked by many players. However, it is much more satisfying if that NPC offers appropriate responses based on previous encounters and actions.

Another common mistake is not to coordinate events throughout the world and the plot of the game. If actions should have an effect on people and events outside the immediate surroundings of the player, then they should do so. In many games, such continuity is handled well, but not always. Continuity leads to a consistent world that allows players to become more immersed, and immersion is one of the keys to keeping players happy and involved in a game.

While all of the above is true, there are times when designers cheat, and making allowances for small continuity lapses can be a way of allowing players to do things that would otherwise not be possible—such as killing the same creature again and again for experience and loot. So, while continuity in games and stories is preferable, sometimes you can get away with small deviations from the rule, but with the caveats that it needs to enhance the game, and it needs to be intentional. In other words, “I did it on purpose. It’s a feature, not a bug.”

NPCs

Most worlds are populated by non-player characters (NPCs), and they can either enhance or detract from the illusion of reality in several ways:

  • Dialog. Through dialog, NPCs can add to the story and display a wide range of personalities. The more varied and interesting (and well acted, if there’s voice involved) the dialog, the more real and alive the game will seem.

  • Scenes. Through scenes, NPCs can also add to the aliveness of the world. Enacting comic, serious, or even tragic scenes can add to the energy, story depth, and sense of reality of a game world.

  • Idle States. NPCs are most often found standing around, waiting for the player to interact with them. However, by giving them realistic tasks, using repetitive animation and pathing, they can appear to be engaged in real work or play and can therefore add to the sense of a living world. This is especially effective if they occasionally do something unexpected but consistent with their character type. Notice that most people will inherently attempt to find the easiest way to do something. Have your NPCs be aware of their environment enough to make their decisions realistic and believable. Or at least have them do interesting things that real people do, such as picking lint off their clothing, pulling out a handkerchief and sneezing/coughing, or even picking their nose and scratching their butt (but looking around afterward to see whether anyone was watching).

    Another idle state element that could use some thought is character breathing. In many games, NPCs and player characters breathe as if they had been running for miles. In fact, they may have been engaged in battle or travel, which would make such breathing patterns realistic. But, gradually, if they stand around, their breathing should slow and become more relaxed. Creating realistic breathing animations is an element that could subtly but noticeably change the realism factor in a game.

  • Realistic Motion. In addition to making more interesting animations for NPCs, make their motions seem natural. People don’t act and move in a series of steps, such as walk, walk, stop, stand taller, stick out arm, open door. In fact, if you observe 10 people going to a door to open it, each of them may do so differently. Observe how people do things and model that.

  • Realistic Responses. In addition to the idle state of NPCs, giving them realistic responses to situations also enhances the realism of a game. For instance, if a pedestrian begins to cross a street and sees a car coming, he steps back to the curb and waits (or dives for cover if the car is speeding toward him like two tons of doom). Or if a snake happens to slither near a loitering NPC, he might back away or even attack the snake. Maybe he starts talking to the snake, which is a clue that he is crazy, has Dr. Doolittle–like abilities, or maybe is in league with some cult that talks to snakes. Or maybe the snake isn’t really a snake after all.

  • Character Depth. Another way to add realism to a game is to create believable emotion and response in NPCs. There are several ways to accomplish this, including using dialog and scenes. In addition, since most communication is conveyed through the voice and the body, paying attention to such things as realistic voices and good acting, varied body language, and realistic expression changes can dramatically change the realism and believability of characters in a game. Suggestion: Study the actors from silent movies, such as Charlie Chaplin, Harold Lloyd, and Buster Keaton. They knew how to use body language to convey a story. See also Chapter 12, “Character Design,” specifically the “Mental/Emotional Signals: The Other 93%” section.

Animation and Effects

In the early days of 3D games, the environments were mostly static and simple. With the limited tools and processing power available to designers in those days, it was all that could be expected. But today, the tools are robust, the processors far superior, and any world that does not have some animation and special effects is missing the mark.

Animation effects can be small additions to an environment, such as a flag waving in the wind (but be sure it waves realistically with ambient wind, if you want to do it right). Or the effect can be dramatic, such as a view of the Northern Lights from the top of a mountain. For easy realism, think of things that move in your environment, such as a clock’s second hand ticking, bushes and trees swaying in the breeze, or someone in the environment stopping to cough or sneeze (with appropriate sounds). In addition, consider effects such as dust kicked up by someone walking by, steam or fog whirling around a character’s body in complex patterns, patterns where rain has made the ground wet or where something has blocked the rain and the ground is dry, little random dust devils, waves of varying size and intensity crashing on a shoreline, birds and other animals going about their business in the world and responding to other creatures, and so on.

Consider varying these animations so that every so often an event takes place that is unusual (and not often repeated). For instance, you witness a deadly predator attack an unsuspecting creature, or a sudden gust of wind whistles through the trees, or a flash rainstorm comes and goes suddenly. Such random events suggest to players that the world they are in is dynamic and perhaps more complex than it really is.

Lighting

The lighting of a world can dramatically affect how the world impacts players. Much of what we know about dramatic lighting comes from years of experience in photography, stage, and cinema. With proper lighting you can affect mood, expectations, the amount of information revealed, and much more. Here are some of the main ways that you can use lighting effects to add to the realism and aliveness of games:

  • Shadows. One of the most basic elements of our world is the shadows things cast. These can be as dramatic as your shadow cast in strong sunlight or as subtle as the slight darkening on the side of an object that is further from the ambient light source. Having shadows change realistically with changes in location and orientation to light is one way to enhance the sense of immersion in games. Shadows also provide places for characters to lurk—yours and others.

  • Shading. It’s easy enough to create stark, cartoon-like games, but when creating realistic worlds it helps to create more variation in the shading of the objects and people in those worlds. Use the shading and art style to make a statement about the game and to establish a style.

  • Reflection. Like shadows, reflections are pretty common in the real world (in fact, everything we “see” is in some ways a reflection of light off an object), and reflectivity is easy enough to create with today’s physics engines. Use reflections in various ways, such as to create a sense of realism and depth in scenes or as part of the gameplay. For instance, a player might use a mirror to spot the enemy or even to bounce a laser beam at that enemy! Or a movement behind the player might be noticed in the reflection off a shiny vase, alerting the player to imminent danger.

  • Transparency. Not everything in life is completely opaque. Some examples of objects with various levels of transparency are glass, gemstones, some clothing (such as diaphanous gowns and lingerie), skin, water, and even air.

  • Changes. Another way to add to the aliveness of a game is to have the light change in various ways. For instance, the light will change with the passage of time and the position of the sun or moon. It will change when clouds pass overhead or when the sun comes out from behind the clouds. It will also change as the player moves to various locations. It might also change suddenly when someone turns on a bright light in an otherwise dark place. Change is the natural state of things, so having changes of lighting will enhance realism.

  • Dramatic Lighting. Another way to add to a game’s aliveness is to pay special attention to how scenes and environments are lit. There are many techniques for establishing dramatic lighting, such as lighting a subject from the back (backlighting) or washing a scene with color, spot lighting, or using atmospheric effects to create contrasts. Using lighting effects with discretion and imagination can add a great deal to a game’s atmosphere. For instance, the lighting in a forest might be muted and made up of dappled sunlight and shadow. In contrast, the lighting in a deep cave would be dark and probably illuminated by specific spot sources, such as lamps, flashlights, or flickering torches. Each would create a different environment. Or, a modern scientific laboratory would probably have harsh fluorescent lighting that casts minimal shadows, so that everything is bright and more or less uniformly lit. For games within specific genres, a good place to find inspiration is from movies in similar genres. Movie lighting is often an art in itself, and the same techniques can be achieved, sometimes more easily, by using digital tools.

  • Sudden Darkness. Plunging a player suddenly into a dark world can be disconcerting and effective under some circumstances. At any rate, it will get the player’s attention and provide new challenges as he attempts to make sense of the situation, anticipate danger, and seek a solution or a way out of the darkness.

  • Surreal Lighting. Sometimes lighting can be made so strange and surreal, with odd colors in odd configurations, that the whole effect is like a hallucination. If the goal is to make the player’s character seem drugged or otherwise messed up, this technique might work.

  • Flashbacks and Dream Sequences. Often, when a game takes the player back to previous events in the form of flashbacks or when the player is inside a dream state, the colors and lighting may be changed as a way of constantly reminding the player that he is in a different reality from that of the main game. This is often done by color changes, such as going to black and white or sepia tones, surreal lighting (as above), muted color values, or a penumbra effect around the scene. Such scenes can be interactive or not.

Dynamic Response Systems

Another highly effective method of creating realism in games is to create what I call dynamic response systems, meaning systems that respond directly to the player’s actions. There are many possible examples, one of the most common of which is dynamically responsive music, but there are other types of response systems that can be created as well:

  • Music. Music can be dynamically triggered to vary with changes in the player’s circumstances. Although this kind of musical change does not necessarily create more realism (after all, who in the real world has music following them around all the time?), it does have a noticeable effect on a player’s immersion and response to the game, and we are all familiar with how music in movies sets the mood and conveys information. So, having music change dynamically can create a more alive world and a deeper response. For instance, during ordinary exploration, the music might be light and melodic, but entering a dark cave might change the music to something darker, and entering combat might change it to something heroic and dramatic—which also reminds you that you are fighting or about to fight. (For more information about music and sound in games, see Chapter 20, “Music and Sound.”)

  • Situational Response. Another way to enliven a game would be to create realistic responses by NPCs to the player. For instance, if the player walks around with a drawn weapon, people and other creatures might shy away and draw back. If the player were carrying a very valuable object, some of the NPCs might be curious, while others might be more inclined to attack the player. Or people might respond to players based on what they were wearing. For instance, an armored knight might provoke a different response than a minstrel carrying an instrument or a provocatively dressed woman. Someone dressed extravagantly might attract more pickpockets and muggers than someone plainly dressed, but he might get more attention at a store. If he were wearing a concealed weapon instead of an obvious one, he might seem even more vulnerable to thieves. In the proper disguise, players might be able to walk among enemies without attracting attention, but they might be attacked by their allies.

  • Special Environments. Sometimes your players will end up in very specific areas and associated situations, such as a haunted house, a dungeon, or a deep, dark forest. Think of these environments as systems and develop the area with the entire experience in mind. This would include music and sound effects, but it might also include the kinds of creatures that appear and how often, the likelihood of being attacked (which might increase if the player is there a long time or if he does something noisy, such as knock over a statue or kick a rock), the lighting and how it might change, the passage of time and how it affects the environment and the player’s experience, the buildup of danger as the player explores, and so on. Think about what the player can do in this environment and create a system that responds to the player’s actions (or non-actions).

  • Environmental Responses. If you do too much hunting or fishing, the game or fish will be reduced. The predators will be hungrier, and the basic ecology of an area will become unbalanced. Likewise, if you cut down forests, you can change weather patterns and animal survival and behavior. Several games have modeled the cause/effect nature of environmental forces, but it is one of those dynamic response systems that can have a profound effect over time on gameplay and player strategies. Whether these effects are desirable in a game depends on what kinds of gameplay and limitations you want to provide the player with.

  • Enemy Responses. Consider if an enemy thinks a situation is under control. He will be less alert and possibly won’t field as many soldiers or operatives to counter resistance. But suppose you (the player) start killing their people or destroying their installations. Then what? In a realistic situation, the enemy will respond. He will be more alert and on guard. He might put more troops and guards on duty. He might change orders from “don’t shoot” to “shoot to kill.” Basically, if you do something in the world, the world should respond appropriately.

Sounds

Sounds can have a very powerful effect on a player’s game experience. There are two kinds of sound to consider: ambient sound and sounds directly associated with the action of the player or other characters. Ambient sounds can sometimes be loud and constant, such as the sounds of a NASCAR racetrack—cars zooming closer and farther away, crowds cheering or exclaiming, random bits of conversation in the crowd, various air horns, whistles, vendors, the occasional fender-crunching smashup, and so on. Other times, the sounds can be sparse and used for dramatic effect, such as the sound of a faucet dripping at the scene of a mass murder or a hollow rumble that permeates a cavern. The sounds should reflect the reality of the scene. For instance, having a jackhammer operator within 20 feet of the player and the player not hearing the sound of the jackhammer would seem wrong, wouldn’t it? Unless the player was in some ultra sound dampening field... But having a card game in progress nearby and hearing the banter from the table, the slap of cards, and the occasional sound of shuffling would make the atmosphere seem realistic.

In contrast, sounds caused by player and NPC actions, such as shooting a gun or a bow or hitting someone with a fist, walking along a path, flying through the air, or blowing up a balloon—all these sounds should, obviously, correspond to the action being taken. Consider the sounds of the player character’s footsteps on different types of terrain, or perhaps a cape whipping in the wind. All this may seem pretty obvious, but think about sounds that you haven’t heard in a game. Are there any sounds you would hear in the real world that you haven’t heard used appropriately in games? (For more information about sounds in games, check out Chapter 20, “Music and Sound.”)

Terrain Variation

One of the easiest ways to save on art assets is to tile an environment, using repetitive art pieces to assemble the world. This is fine, but it can lead to a dullness or sameness about the look of an area. Creating a lot of variation in the terrain makes the world seem more realistic and interesting. It also requires more work, but the result will be a far more interesting game that may keep the player’s attention much longer. (Of course, the gameplay is the most important element, and all the terrain in the world won’t make up for poor game design.) Almost exclusively today, games are built using sophisticated 3D modeling tools, and the environments are highly original and detailed. Here are some elements to consider:

  • Views and Scenes. One way to add some amount of realism and aliveness to games is to create very cool views and scenes. Generally, these are nothing more than eye candy, but they do make a world more fun. In addition, views and scenes can be used to offer the player some clues about the landscape and might even be used to allow the player to see some landmark or discover some clue.

  • Variable Terrain. Most games today offer landscapes that have hills and valleys, rivers, lakes, forests and meadows, and other variations on terrain. (A fabulous example is Oblivion, which offers a lot of terrain variations as well as interactive elements throughout.) Letting the player experience these terrains—and even better, incorporating them into the gameplay—makes for a more interesting world to explore.

  • Things That Move. Yes, there might be things that move and change in the landscape. A tree might fall across the path when the player approaches, or rocks might fall from a cliff. I’ve already mentioned such things as branches moving, the effects of wind on water, grass, or shrubs, and other environmental effects.

  • Things That Are Movable. Sometimes elements of the landscape should be movable or changeable by the player. Perhaps the player can shoot down a bird from a tree, or even chop down the tree, or roll a boulder onto the path below—which could be used as a trap against an unwary enemy.

Time

In our daily lives, we observe events in terms of the passage of time. In games, quite often time is ignored. However, time can be used in many ways to add to the aliveness and realism of a game.

  • Day and Night. Having day and night (and twilight, sunrise, sunset, and so on) can add elements of realism and immersion to a game and can add all kinds of opportunities for design variations based on the time of day. In addition, events can be scheduled according to exact game times, further adding to the game’s depth.

  • The Economies of Time. Time can be used as a commodity, making it something to be preserved or used sparingly, especially in games where every action takes some time, and there is a time limit imposed on events.

    In a simple way, just having clocks in the world reflect real time or applicable game time adds to the realism of the environment.

  • Time Limits. In some games, having timers on events can add to the game’s aliveness. For instance, in a game with a slow pace, having a high-pressure timed event can add energy and intensity to the player’s experience. (See also Chapter 28, “Controlling Pacing,” and Chapter 29, “Time Limits and Time Manipulation.”)

  • Deadlines. As in the great movie High Noon, time can be used to create tension and anticipation of an upcoming event that inexorably comes closer and closer in time as the game progresses, and whose impending effect on the player or the world looms over the game. In terms of reality, this kind of situation can create very real emotional responses and anxiety in players, especially if they have invested a lot of time and energy into their characters.

  • Games with Time. Time can be used as an element of exploration when time travel is possible. It can open up all kinds of gameplay options and make a game world come alive in a very different way—by being mutable and changeable and by exploring the paradoxes of time manipulation.

  • Events That Show Time Passing. Time can seem endlessly flat in some games, especially because the player is so absorbed in specific gameplay that there is no real sense that anything changes. In fact, sometimes reminders of time passing are more annoying than interesting. For instance, if the game models day and night and the only difference is that it is harder to see at night, then it’s probably more of an annoyance than a cool feature of the game. However, if something changes at night—for instance, there are more interesting enemies who don’t appear during the day, or the player’s character gains (or loses) abilities at night—it becomes more integrated in gameplay. Other events that can signal the passage of time would be:

    • Changes in day and night.

    • Changes in seasons.

    • Church bells or clock chimes signaling the time.

    • Clouds passing overhead and changing the lighting.

    • Characters getting hungry periodically and needing to eat.

    • Fuel running out in a vehicle.

    • Fresh food beginning to spoil and rot.

    • Plants growing, flowering, producing seeds, and dying. Or simply dropping leaves and growing new ones as time passes.

    • People growing visibly older as the game progresses.

For more on time, see Chapter 28, “Controlling Pacing,” and Chapter 29, “Time Limits and Time Manipulation.”)

Nature (Weather and Events)

Mother Nature is one of the most unpredictable forces in any world, and, along with obvious weather effects such as wind, rain, snow, and fog, think of other natural occurrences that might enhance your world. One great way to use such effects is to implement them very infrequently. In fact, it should be possible for players to play through a game and never encounter all such effects. Many designers make the mistake of thinking that every effect they have created should be seen every time the game is played. But it can actually be a good conversation starter if some cool effects happen very infrequently. So, use the bigger natural events with great restraint, and they’ll serve a greater purpose than if they become predictable or so frequent as to seem ordinary. For instance:

  • Sudden, short-duration gusts of wind could be used periodically.

  • Earthquake tremors, spaced a few minutes apart, followed by a big one could be used very sparingly.

  • Lightning storms that start in the distance, with delayed thunder, and move unpredictably—possibly closer and possibly farther away—could be used with discretion.

  • Snow falls and changes the landscape slowly. Or it falls, but it does not fall heavily enough to stick. By varying the intensity of a snowfall, you can create interesting effects, such as turning a green landscape white, using footprints in the snow as clues or as a way for enemies to track your player characters, and so on.

  • Hail could actually damage your characters—and their enemies, if it became really intense and the hailstones were large enough. This could be varied, and very, very rarely could they become big enough to hurt. (Getting under cover and leaving your enemies outside would be an advantage.)

  • A volcanic eruption could create some unexpected obstacles and challenges.

  • Very rarely, perhaps add other natural disasters, such as tornadoes and hurricanes, floods and tsunamis, meteor hits, and so on. How would the characters deal with such events? Could they be used to vary gameplay or further immerse the player?

Nature (Flora)

Plants can add a lot to games, often providing:

  • Decoration of a scene with color, form, character, and movement

  • Barriers to movement

  • Resources (such as food or wood for building) or props (such as a bouquet of flowers to give to someone)

  • Refuge

  • Danger

  • Delineation of a path (or hiding one)

  • Perspective as they grow and change with the passage of time

  • Habitat for other creatures

  • Something to climb

  • Growth over time and/or change with the time of day or the seasons

Or does your game have man-eating plants or plants that walk?

Nature (Fauna)

The animal world can add a lot to the realism and aliveness of a game. For instance, it can provide:

  • Endless enemies to fight

  • Allies, friends, and pets

  • Food and/or resources—for the player, for NPCs, or for each other

  • Objects of quests

  • Ambience (sounds, sights, animations)

  • Clues, such as birds flying off when someone approaches

  • Random events

  • A hint of things to come, such as seeing a big tiger in the distance walking around, but when it’s not a danger yet

Nature (Environmental Effects)

As mentioned earlier, another way to create realism in games—especially strategy, simulation, and Role-Playing Games (but not limited to them)—is to include the environmental impact of player actions. For instance, if people hunt the deer in the woods, not only will there be fewer deer, but the predators that normally would feed on the deer will now range farther to find food, and encounters with them will increase. Logging the forests causes weather changes as well as different patterns of animal movement. Creating industrial developments causes air and water pollution with a variety of effects on people and property, including increased disease, lower overall energy, and erosion of buildings due to acid rain.

Law and Order

In most worlds, there are places where there is no law other than survival of the fittest and whatever people take with them. However, in many environments, especially cities and other human (sentient) population centers, there is generally some kind of law and order. Creating police and guards who enforce those laws and keep the order can add to the depth and realism of an environment. Taking it even further, you could create an entire court system and jail structure, making breaking the law an interesting experience in itself. Although this would be a distraction in most games, it could certainly add to the realism of a game world, and it might become part of an interesting sub-story or even lead to new quests or missions.

Sex Appeal

The opposite sex (whatever applies) is generally an attention suck, so why not use some sort of sexual content to spice up a world? This does not need to be lewd or overly obvious, either. Simply having some slightly provocative outfits on NPCs or perhaps the occasional encounter with a pretty woman/handsome (intriguing) man... I wonder why more game designers haven’t thought of it (/snark). There is a wide range of possibilities—some passive and environmental and some highly interactive.

  • Attractive people randomly occurring in the environment

  • Love interests—NPCs who might become romantically involved with the player’s character

  • Seductive NPCs

  • Appealing or sexy player outfits

  • Sexy main character (Lara Croft)

  • Streetwalkers

  • Strip bars

  • Nude or sex scenes

  • Photo models as part of the game

  • Sexy people battling it out (Dead or Alive, for instance)

Subtleties and Details

In addition to all the other ways that games can be made alive and real, there is the all-important attention to details—for instance, placing signs and billboards in city environments (and making them interesting). There are many types of details that can be included in game worlds, such as:

  • Wear and Failure. This is making things look used by giving them marks, dents, scratches, and other signs of wear. Streets should have potholes and patches, especially in the less affluent parts of town or in the country. This could also include items that sometimes give out and stop working, just like real things do.

  • Effect Details. A car peels out on the street. It should leave skid marks. Sometime later, perhaps in the wee hours of the morning, a street cleaner comes out and scrubs the rubber off the road. But he probably doesn’t do a perfect job.

  • For the Birds. Birds fly to roost in trees at twilight and start singing again at dawn. Maybe they leave little piles around below their roosting spots.

  • People Walk Uniquely. This may be faster or slower, even or choppy, limping, leaning forward or back, purposeful or just ambling along, and so on.

  • Ambient Sounds/Noises. Are the sounds in different scenes realistic? Do they add to the sense of being there? For instance, on a farm, would you hear cows mooing and chickens clucking? In a city, would you hear sirens, the occasional car wreck, police whistles, boom boxes blasting from passing cars, horns honking, people having arguments? There are lots of ways to create a realistic ambience.

Construction and Player-Created Content

In most media, such as books, movies, fine arts, and so forth, the creativity is left almost entirely to the artists or to the people who produced the work in question. However, in games it is possible to give players the building blocks of creativity—the raw materials from which they can construct or create something in the course of playing the game. Some games, such as SimCity, are all about this creation experience, almost to the exclusion of other kinds of play. But almost any game can offer the player an opportunity to construct, combine, or create something from diverse elements found within the game environment, or even from more sophisticated extra-game tools. Even in the various strategic or tactical choices they make in playing the game, players are exercising a creativity that is less possible in other sorts of media. (This not to argue that appreciation of art and literature is entirely uncreative, but it is in a different and somewhat less direct way.)

Building and construction can be rewarding in games, and it can also be quite functional. In fact, there are two basic reasons to build—for aesthetics or for utility. It is possible to have both, of course—a very pleasing structure that performs a useful function, for instance.

But when I talk about construction in games, I’m not speaking only about physical structures, but about anything you can create from parts or diverse elements or from dedicated toolsets. For instance, in some games you can build armies, which are made up of structural elements. In other games, you may be able to take component parts and create magic spells or potions from them. This is also a kind of construction. In still other games, you can create whole new items or even levels or standalone modules using tools provided by the developers of the game.

Thinking in wider terms, then, what kinds of things can you create in games?

  • Complete playable levels, such as racetracks in racing-type games

  • Weapons and explosives (from soap-carved pistols to weapons of mass destruction)

  • Armor (wearable)

  • Protective barriers

  • Fires

  • Chemical compounds

  • Homemade bombs

  • Homes (from hovels to mansions)

  • Furniture

  • Castles

  • Lakes, rivers, aqueducts, etc.

  • Dams

  • Cities

  • Monuments

  • Roads

  • Walls

  • Military bases

  • Armies, police forces, vigilante groups

  • Businesses

  • Political organizations

  • Bridges

  • Vehicles (from skateboards to rocket ships to space stations)

  • Creatures of all kinds

  • Custom characters

  • Robots

  • Electronic devices

  • Other machines of all kinds (anything you can imagine)

  • Planets

  • Research facilities

  • Gardens

  • Forests

  • Hybrid animals

  • Clones

  • Genetically engineered plants, animals, and sentient beings

  • Changes in land (flattened mountains, cleared fields or forests, etc.)

  • Tunnels and dungeons

  • Spells, runes, potions

  • Clothing

  • User-created game levels

  • User-created game modules

Now how about some items that might not ordinarily be used much in games? How could you use the following items in a game? Could you construct something interesting with these items?

  • Musical instruments

  • Jewelry

  • Pots and baskets

  • Chopsticks

  • Silly Putty or Play-Doh or modeler’s clay

  • Paintbrushes

  • Sheets of paper

  • Garbage bags

  • Duct tape

  • String or twine

  • Rope

  • An alarm clock

  • Speakers

  • Microphones

  • Ceramic tiles

  • A place setting

  • A turkey carcass

  • A water glass

  • A can of soda

  • A box of baking soda

  • A pop or liquor bottle

  • Fizzy water

  • A pet frog, snake, cricket, or monkey

  • Ordinary items from a medicine cabinet or bathroom

  • A TV set

  • A radio

  • A pickle

  • Sports equipment, such as golf clubs, baseball bats, balls and mitts, hockey puck, etc.

  • Cleaning tools and products

  • Garden tools and products

  • Items found in a wood shop, car garage, or metal shop

  • Pocket change

  • A hair comb

  • A bottle of shampoo

  • A key or set of keys

  • A handkerchief or bandana

  • A banana

  • A 50-gallon drum

What Is Reality? (Common Reality Distortions)

Some of what happens in games makes little or no sense. We have gotten used to games that allow the player to run into a wall and get stuck on the run cycle, bumping continually into the same wall until we do something about it. But, used to it or not, it does detract from the sense of immersion and believability of the game when that happens. A note of caution: Just because something is realistic, that doesn’t necessarily make it fun. So, when reading the information in this list, consider whether a particular solution would be fun in your game. For instance, in some games, having to open every door by clicking on the doorknob would be a genuine pain in the butt and not fun in the least. However, it might work admirably in other games. Here, then, are a few of the common situations we encounter in games that often have not been addressed:

  • Walking/running into walls.

  • Walking/running into low-hanging obstacles.

  • Walking through something, such as a dead body or another character.

  • Graphics problems of various kinds, such as where you see odd spots or seams in the landscape or where a character’s coat pokes through his cape or his sword shows incorrectly through his overcoat.

  • Awkward animations, such as where characters move in strange and illogical ways during dialogs, especially during close-ups when they are supposed to be acting normally, and they look like people with motor dysfunctions.

  • Bodies disappearing after a few seconds.

  • Missing incremental damage—in many games, one hit kills.

  • Healing. In most games characters heal unrealistically, more or less by magic. Unless healing is based upon magic spells or futuristic technology, the rate at which characters recover their “hit points” is almost always detached from the way people really heal from injuries.

  • Things we carry. In many games, the player can carry six large weapons, a whole pile of healing items, numerous trophies of his adventures, and enough gold to sink a couple of battleships. Some games attempt to put weight or space limits on characters, but in reality, to make it fun you have to allow some latitude for most games. A few, however, have restricted characters to what they could realistically carry—but they are the exceptions, not the norm.

  • Fall damage. Often characters can jump from great heights without taking any damage or taking only a sort of token damage. This is convenient to gameplay but not realistic. There would be a lot of sprained ankles and broken legs in cyberspace if we played by the rules of the real world.

  • Endless ammo. Yes, it’s so much fun to shoot something that we always make sure there’s enough ammunition available, one way or another, and generally it’s not a very realistic method.

  • Non-interactive environment. Often an environment is full of interesting graphical representations of objects, but most of them can’t be used. For instance, in a game with a locked door, there might be a perfectly useful crowbar in the nearby tool shed, but you can’t use it to pry open the door because you can’t even pick it up. Also, with the same door, suppose you are carrying an axe as a weapon. Most games won’t let you bash your way through the door. The axe is only for fighting enemies and can’t cut down trees or bash anything else. In the case of the door, for instance, you have to find a particular key because that is the puzzle the designers have set for you.

  • Weapons. There are a number of reality distortions with weapons in games. First of all, many weapons are quite deadly and would kill just about anyone in one or two solid blows. But in many cases, you (the hero) or certain enemies can take blow after blow, and not only don’t you die, but you actually continue to function at full capacity. You don’t even get weakened or incapacitated by, say, a blow to the leg or arm or a bleeding wound.

  • Weapons also can’t be used for anything but fighting. As in the previous example, the axe you carry as a weapon is almost never used to bash in a door or to chop wood—even if the game presents such necessities. Likewise, your rifle, pistol, or shotgun can’t shoot through a locked door or do anything useful other than kill enemies.

  • Eating and drinking. Most games don’t require you to eat, drink, use the bathroom, or sleep on any regular schedule. Frankly, most that do get tedious because of it, so there’s probably a good reason that cyber-people don’t have to indulge in the bodily functions as regularly as the rest of us, if at all. Interestingly, some games require (or allow) characters to eat, but none I can think of have the option for them to poop or pee or even fart (other than Boogerman, which did include farting, and The Sims, of course).

  • Pathing. In general, the paths you can take in a game are very specific, and if you reach an impassible location, that’s it. It could be a hedgerow, a steep mountainside, or even something that seems arbitrarily impassable. In contrast, certain identifiable areas are passable. Some can be climbed, but not others. Some can be passed through, but not others. The conventions of these “passability” issues are pretty established, but they don’t always conform to what would seem to be reality. This is at its worst when you are confined to a specific path and, even though the way off the path seems entirely open, you simply can’t go there.

  • Respawning. We have to populate our games with enemies, so we often have them simply appear out of nowhere, especially if their predecessors have met an untimely end at the player’s hands. As convenient as this respawning of enemies is, it is often contradictory to anything resembling the world we all live in.

  • Self-repair. A lot of things that get damaged or altered in a game will somehow magically restore themselves if you leave the area and then return.

  • Disappearing bodies. Yes, it would probably be pretty inconvenient if everything you killed just laid there, dead and taking up space. It’s much neater and cleaner if they conveniently dematerialize without explanation. Nice and tidy. No muss, no fuss.

  • Clean and sanitary death. Likewise, most things are killed in an unrealistically clean way. In some games enemies blow up in gruesome detail, but in most—especially if they want to avoid a restrictive ESRB rating—the damage you do, even fatal damage, rarely shows on the bodies of your victims. Somehow, you whittled down their hit points, but their bodies and faces show no negative effects. They just run out of hit points, drop to the floor, and ultimately disappear. Note to self: Life (death) is not really like that.

Dangerous Places

Danger is often an important aspect of a game. It creates challenge, opportunity, and tension. But how does a place become dangerous? In fact, there’s always a dangerous version of just about anywhere; however, your intent must be to make the area dangerous from the very start. So you are a lawyer in New York...not so interesting. So you are a lawyer lost in New York, you just passed a twisted sort of soup kitchen that has been feeding rich people to the homeless, and you happened to witness something you shouldn’t have seen...that’s another matter altogether. This is one way that the element of danger will add interest to even mundane locations. For instance, a post office that is a secret shipment area for weapons and body parts is much more interesting and dangerous than a post office that just ships items people have purchased on eBay...unless they are secret weapons and body parts....

Some areas are inherently dangerous for obvious reasons. I’ve included a short list of such places. But the real art is in how you make something dangerous. Sure, it’s easy to see that a jungle is dangerous because it has the usual wild animals, deadly insects, unfriendly tribes, man-eating plants, and so on. That’s the usual fare. But how could a jungle be dangerous in unexpected ways? Perhaps there’s something in the jungle that’s so mean and bad that even the usual dangers are afraid of it—something new and frightening. Or, perhaps the danger is from poachers or heavy-equipment operators and their bosses, who are involved in clear cutting the land. Or a drug cartel’s base. Or there is an undiscovered alien base deep in the jungle, and you unwittingly get too close to it. Or maybe the danger is embodied in a beautiful, seductive, feral female creature who may or may not be all she appears.

For each area, think not only of the most obvious ideas, but also about different ways to make them dangerous. And, for sure, think about places that are not usually dangerous and how you could add elements of danger to them.

  • City streets

  • Small towns

  • Jungles and wild forests

  • Hiking trails

  • Oceans (on, in, and under)

  • Volcanoes

  • Mountains

  • Rapids and waterfalls in rivers

  • Deserts

  • Caves and tunnels

  • In the air

  • In space

  • In airless places (moons, asteroids, etc.)

  • In vehicles—airplanes, submarines, hot-air balloons, blimps, etc.

  • Enemy territory

  • The corporate world

  • In a bathroom

  • A bar

  • A pool hall

  • A political protest march in Washington

  • A blind date in the big city

  • A suburban back yard

  • Politics (not a place, per se, but a minefield of sorts)

  • Freeways

  • War zones

  • Occupied territories

  • The Wild West (or similar periods/places)

  • Alien (otherworldly) terrain

  • Swamps and bayous

  • Subways, alleys, and other urban settings

  • London during the Black Plague

  • South and Central America (in the time of the Conquistadores)

Places to Get Lost In

As games like those in the Grand Theft Auto series have shown, it’s fun to play around in cities, which are familiar to us all and yet can be places where we can cut loose and experience adventures of various kinds. If the city feels too small, too repetitive, or not real, then the illusion fails. So places to get lost in, to explore, are very important. The experience can also be like peeling an onion, offering layer after layer of new experiences. Such well-designed areas have room for surprises, but also feel comfortable or sufficiently familiar to make exploration interesting. Cities, airports, castles, prisons and dungeons, factories—these are just a few places to consider, but remember, you can also make the über version of something. For example, you could create the factory that makes 95 percent of the illegal guns in the world, the lab that makes 95 percent of the illegal drugs in the world, the genetic testing hospital somewhere in South Africa where all other labs send their samples, and so on. Just thinking this way—making the location BIG; I mean the really massive version of it—gives you plenty to work with when creating interesting places to explore. Here are some other places you can get lost in and explore:

  • In the dark

  • In the fog

  • In forests and jungles

  • In the mountains

  • In the desert

  • In space (solar systems, galaxies, planets and moons, etc.)

  • In a maze

  • In cities

  • In buildings (factories, hotels, mall complexes, etc.)

  • In and around prisons

  • In castles

  • In tunnels and caves

  • Inside a body (in the bloodstream)

  • On freeways and/or country roads

Environmental Effects on Locations

An easy way to add some variety and drama to an area is to use environmental effects. All of a sudden, the same location takes on different aspects. Something safe could become dangerous. Something ordinary could suddenly become beautiful or dramatic. A quiet moment could suddenly explode into action.

  • Darkness

  • Blinding light

  • Shifting light

  • Fog

  • Black light

  • Night/day/twilight

  • Distracting movement

  • Earthquake

  • Avalanche

  • Quicksand

  • Color changes

  • Tone changes

  • Weather effects (see the “Weather Types and Phenomena” section)

Good Places to Attack or Defend

These are the places you would want to have as your base—or, what actually works better is to give the good location to your enemy and challenge the player to overcome greater obstacles. Generally, the high ground is best, whether it be in ground battle or in air combat. However, there could be exceptions to this rule. Other places are obvious, such as castles/fortresses, a gun-laden warship, an underground bunker, and so on. Standing on the turrets of a castle shooting at the hordes approaching, or being on the outside thinking, “How the heck can I get in there?” Some examples include:

  • Castle/fortress

  • Any high ground or high position

  • Nest

  • Narrow pass (where the enemy can only attack in small numbers)

  • River fjord or bridge

  • Ditch

  • Valley

  • Mountain pass (from above)

  • Where you have cover and the enemy does not

  • From vehicles against infantry

  • From space

  • Bunker

  • Mobile fortress (tank or something like it)

  • Dreadnaught-class ship or spaceship

  • Security buildings—both small-scale, such as outside a marina, and large, such as the Pentagon or FBI headquarters

Moving or Transient Locations

These are the places where you have split attention because you are trying to focus on the location you are in, but that location is moving somewhere else. That can leave you worrying about your current situation, worrying about the control of the movement you are undergoing, and worrying about the arrival at destinations you are heading for. Good moving locations are things such as:

  • Trains

  • Planes

  • Boats

  • Surfboards/sailboards/jet skis

  • Spaceships

  • Planets on a collision course

  • Cars

  • Conveyor belts

  • Skis and other snow vehicles

  • Escalators and conveyor belts

Weather Types and Phenomena

Games used to include very few weather effects because weather is pretty complex to program. Now, however, many games add basic weather, such as rain and snow. That said, times are changing, and programmers are welcoming challenges, so to keep the creative juices flowing, here’s a list of weather ideas and other phenomena, including some more interesting suggestions. Some can directly affect the player or the environment. Others are primarily for visual and atmospheric effect. But, if you think about it, you might be able to find some clever ways to use these effects and phenomena to add new elements to your games:

  • White squall (a line of thunderstorms)

  • Rain

  • Sleet

  • Snow

  • Blizzard

  • Breeze

  • High wind

  • Hot-dry wind (like the Santa Ana)

  • Tornado

  • Hurricane

  • Monsoon

  • Hail (of any size)

  • Thunderstorm

  • Lightning

  • Heat wave

  • Drought

  • Shooting stars

  • Meteor storms

  • Rainbows

  • Moonbows

  • Dew

  • Humidity (high or low)

  • Sunset

  • Fog

  • Mist

  • Jet streams

  • Frost

  • Ice

  • Black ice

  • Icicles

  • Acid rain

  • Acid snow

  • Sandstorm

  • Dust storm

  • Eclipse

  • Solar storm

  • Coriolis effect

  • Currents

  • Ball-lighting

  • Aurora borealis

  • El Niño/La Niña (or something like it)

Location Surfaces

Where do you set the action? What is the terrain like? Some of the most basic places include grass, forest, jungle, sand, rock, water, mud, concrete, asphalt, metal, carpet, snow, ice, lava, and so on. However, these are just basic choices and will often lack personality or interest if not combined with other elements. So the game design goal is to think about how these can be modified to make more interesting or unusual terrains for gameplay. You can begin by blending the accessible surfaces with permanent places that add dimension to the terrain, such as hills, mountains, escarpments, plateaus, volcanoes, craters, and valleys. Also consider various qualities your terrain may have, such as temporary, forgotten, crumbling, rotting, sparse, lush, destroyed, abandoned, scorched, frozen, burning, icy, and so on. Thinking in these terms, you might end up with a scorched jungle crater or a rusting metal roadway.

Mix and Match Locations

Use the following chart to pick a location surface and put various modifications on that surface, choosing from the options in the columns to the right of the basic surface.

Basic Surface

Additional Surfaces

Modifications

Grass

Mountain

Temporary

Dirt

Hill

Forgotten

Rock

Escarpment

Rotting

Sand

Plateau

Rusting

Forest

Volcano

Sparse

Jungle

Crater

Lush

Water

Valley

Slippery/Slick

Mud

Chasm

Destroyed

Snow

Rift

Crumbling

Ice

Path

Scorched

Lava

Road

Frozen

Wood

Fence/Wall

Burning

Carpeted

Bouldered

Icy

Asphalt

Cliff

Defaced

Concrete

Cave/Tunnel

Mossy

Metal

-

Cold

-

-

Hot

-

-

Pulsating

-

-

Exploding

Location Sizes

Every location can be large or small. It’s a matter of scale. And it may be useful to consider the scale of some of the natural and manmade locations you might use.

Here are a few more examples:

  • Meadow – field – plains

  • Marsh – swamp – bayou

  • Campsite – settlement – village – town – city – metropolis – county – country – continent – hemisphere – planet – solar system – galaxy – universe

  • Copse – forest – sea of trees

  • Hillock – hill – mountain (small) – mountain (large) – Everest

  • Hills – mountains – mountain range

  • Spring – ditch – creek – river – lake – ocean

  • Island – archipelago

  • Room – building – complex – block – city – county – state/province – country – continent – hemisphere – world – solar system – galaxy – universe

Money and Commerce

The use of money and commerce in games can create an expansion of the game concept and a sense of familiar reality. It can be a big part of the game—in fact, the central focus of it—or it can be a minor aspect, but the use of money and value exchanges generally does add to the sense of aliveness and realism of a game world. Using the basic principles of supply and demand can further add realism, so that if something is scarce and useful, it is worth more than something that is plentiful, even if it is also useful. More ways to use commerce and money include the following:

  • Have merchants who buy and sell.

  • Create a true supply-and-demand economy.

  • Have banks.

  • Allow players to take out loans. What are the consequences for not paying them back? Who lends the money? Banks? Mobsters? Angel investors? Scammers?

  • Allow investments (with varying degrees of risk and return). Consider how complex the investment model will be.

  • Allow players to create and run their own businesses, own rental property, provide services to other players or to NPCs, and so on.

  • Allow players to find items and/or resources in the environment that are valuable.

  • Allow in-game auctions.

  • Allow connections between game money and value and real-world money and value (as in environments such as Project Entropia and Second Life).

  • Have a game in which the government manipulates the value of money and/or the interest rates.

  • Allow gambling and wagering. Who controls it? Is it organized and institutionalized or randomly encountered?

Some other considerations:

  • What sets value in your game? What is the standard of trade? In games set in our world, of course, paper money is the basic unit of trade and buying power. In many games, it’s gold or some artificial item of value. In any game that has a commerce component, some standard of measure must be considered.

  • Why is it valuable? Most games do no more than follow the conventional method of making something useful only for commerce and nothing else. But why is it valuable? Paper money was originally redeemable for gold or silver. Today, it has no intrinsic value, but people agree to honor it as if it did. The same holds true for credit cards and other exchange methods where no actual money changes hands. But consider that something may be of value in the world because it has specific uses. Consider that gold and silver, two of the most common units of value in human history, also had very specific qualities that made them ideal for working into jewelry. They were malleable, heavy, and shiny. Does the unit of value in your world have any intrinsic qualities? Can it be used in other ways within the game, in addition to its value in commerce?

  • Does your unit of trade conform to real-world physics? Many games allow players to carry insane amounts of gold, a very heavy metal, without any weight penalty. Consider whether this is important and whether creating a unit of trade that is realistic in the world you create is desirable.

  • Trade and Travel. In our world, each country creates its own money, and in order to trade with other countries, you must find some way to convert currency or use something of universally accepted value, such as gold or diamonds. Games generally assume one money standard throughout. What would happen if you couldn’t spend all that hard-earned cash so easily when you travel to other places?

  • Business. Most games have no business component, or they have a very simple shop interface for purchasing items. A few games are focused mostly on business as a simulation. However, very few games feature anything more complex than the simple store concept. But business can be a source of money and power, of risk and reward. And even in games with other types of main focus, putting in a business component can add variety and new options and challenges.

Here are a few ideas for adding business to your games (many of which could be fronts for other agencies—good or evil):

  • A small shop on the side

  • A pawn shop

  • An Internet café and/or game parlor

  • Halliburton or Blackwater (whatever they mean to you)

  • A global enterprise

  • A manufacturing company

  • A distribution company (could be a front for some other activity)

  • A mob-based racket

  • A saloon or bar

  • Investments in businesses or stock markets

  • A plot focused around rival businesses, global business, or a world controlled by large corporations

  • A string of rental properties

  • A multinational conglomerate

  • A shipping, trucking, or parcel service

  • An import company

Politics

How do you handle the political climate of your game? Does politics enter into it at all? And how does the player influence or interact with the political situation? Since much of politics involves winning the favor of others, balancing opposing interests, and manipulating power, what are the ways that players can be involved in a political world? Or is the player at the mercy of politics? Even though politics may not be integral to a game, it’s often helpful to know who’s in charge, what they want, what they’ll do to get it, and how they enforce their rules/laws.

Types of Political Structures

In your world, what kind of society or societies exist? The politics of a world or community affect the kind of experience the player will have. Consider the way your world might be different if it were set in any of the following types of political systems. What gameplay or high-concept inspirations could you get by changing the political structure of your society?

  • Anarchy

  • Monarchy

  • Oligarchy

  • Plutocracy

  • Republic

  • Democracy

  • Totalitarian/Dictatorial

  • Fascist

  • Theocracy

  • Kleptocracy

  • Tribal

Ways Political Worlds Can Be

Along with the large-scale labels—democracy, monarchy, plutocracy, and so forth—there is a general sense of the atmosphere of the world. Is it friendly? Terrifying? Dangerous? Open? Here are some ideas for how your world could feel:

  • Easy and free

  • Lenient

  • Benevolent

  • Disinterested

  • Strict

  • Meddling

  • Harsh

  • Brutal

  • Suspicious

  • Fearful

  • Apathetic

  • In turmoil

  • Unstable

  • Dangerous

Things the Player Can Do to Gain Favor or Influence (in a Political Setting)

Not all games deal much with politics, but if you create a world in which there is a local or macro-level political structure, you might also consider ways that the player can manipulate or gain advantage within that system. For instance:

  • Bribe someone

  • Contribute to someone’s cause

  • Build something

  • Save someone

  • Find something valuable

  • Bring special power or skill to the situation

  • Spy (obtain information)

  • Manipulate through sex

  • Double-cross

  • Blackmail

  • Hold hostages

  • Swear allegiance

  • Threaten

  • Run for office

  • Work for the rulers

  • Help the rebels

  • Fight the rebels

  • Marry into an influential family or marry for political ties

Creating Your World

What worlds will you create? Can you make original worlds? Can you take what has been done and re-shape it, as they did in The Matrix, or will you be content with worlds that have been used again and again? If you use the worlds we know well, how will you make them feel alive and provide the player with the most compelling experience? There are plenty of ideas in this book to help you create great games in any world. Have at it.

 

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