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Last time, we took a look at a few jarring examples of clothing in gaming gone wrong. Examples in which the characters presented are dressed in a manner that is totally ridiculous for the situation and world which we are supposed to believe they inhabit. This time, I intended to talk about the flip-side of the coin, being games that use clothing to good effect, but it's not just the clothing that makes the game, there is a much greater issue to be had. Let's discuss.
The proper use of clothing, props, and other visuals in a story does not necessarily cause the player to become more immersed in the world presented, nor does it make a game better in and of itself. What it does do, however, is provide a sensible basis for the world on which the story can build. That's a bit of a mouthful, but what I am getting at is that in keeping most things in your game constrained to the theme of your world, you become free to do ridiculous things here and there without breaking the sense of believability. Hideo Kojima and his team do this very well with the Metal Gear series
The world of Metal Gear is based on the real world, so from this they have a very strict definition of what is "realistic" within the realm of their game, and they do well to stick to it... most of the time. And it is that "most of the time" that makes the ridiculous events in the game actually seem feasible. In the world of Metal Gear, you follow the story of Snake, a member of a special ops group known as Fox Hound. Throughout his journey, he meets with several people who are believably in various military factions, following orders from a chain of command, being equipped for battle, and generally acting like one would believe members of a high-pressure high-secrecy military group might act. Again, the game is based in the real world, so the weapons and gear you obtain have no basis in magic, they are generally real-world things that one might expect real world soldiers to carry. Even the history of the game is based on real world history.
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And that's the point. Everything else has been "real," so our willingness to believe something that is ridiculous is increased. All of the stuff up to that point didn't so much serve to increase your immersion in the world as it did to simply keep you from becoming no longer immersed. There's nothing particular interesting about things that blend in with the rest of the world, but they don't take you out of it either. Then, when a curveball like being able to lean to an extreme angle is thrown, it doesn't make you go "that was ridiculous! Who even does that!?"
I guess what I'm trying to say is: Game developers, when you are writing your story and populating your world, please try to mitigate how much of it is ridiculous. There's power in modesty. Simplicity doesn't engage people off the bat, but it allows them to be sucked in and tricked into believing all kinds of crazy things are possible. So next time you want to make every character and enemy in your game ridiculous, stop and think of what kind of impact you are having on your world and the player's experience. As developers, we're already immersed in our game worlds, because they are our game worlds, but others need a bit of help getting there. Don't be afraid to tone it down in general so that you can ratchet up the craziness here and there. Anyhow, that's my two cents. Leave me a comment or two below.
I like your point about the realism in Smooth Criminal increasing the believability of the lean in the video. I think it's a great example of how immersion can make the impossible a bit more possible.
ReplyDeleteI would like to see a fantasy setting RPG without crazy unrealistic clothing, I think it would help the setting feel much more real and immersive. Despite being generally regarded as a terrible game, Final Fantasy XIII has consistently believable clothing on the characters while still being a fantasy game.
Just saw this, its rather appropriate.
ReplyDeletehttp://www.duelinganalogs.com/comic/2011/01/20/all-geared-up-and-raring-to-go/
Lol, that is awesome.
ReplyDelete