• Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint
Share this Page URL
Help

Chapter 3. Players > Influence Through Design

Influence Through Design

Virtual world design is about consequences. Every decision that a designer makes will have effects; some effects will be desirable, some will be undesirable, and some will be unforeseen. The direct consequences of a design decision can often be made with a high degree of certainty: If you give players lock-picking skills that go from 0 to 100 and create certain locks that require a skill of 110 to pick, you can be fairly sure that the integrity of those locks will not be compromised unless someone gets hold of the key you've given to the boss mobile. The indirect consequences may be trickier to predict: Will thief-class characters ignore lock-picking skills and max out pickpocketing instead so they can steal the keys they need?

Making judgments about the likely reactions of players is difficult, even with behavioral models to help. Designers have total control with regard to the tangible aspects of a virtual world, but with intangibles they can only hope to influence players, not to force them (which is probably just as well). Thus, designers present their most favored options favorably and their most unfavored options unfavorably, but ultimately players decide for themselves what to do.


PREVIEW

                                                                          

Not a subscriber?

Start A Free Trial


  
  • Creative Edge
  • Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint