On the readings

Finally got some time to write down some thoughts for the readings.

I enjoyed reading the interview of Will Wright a lot and his philosophy for game design really inspired me. It also explains why the feeling I pay The Sims is so different from playing other games - it's more than play a game, it's about explore and discover the rules and mechanisms behind. This mental model building process makes the game so real. The games popular today on facebook lack this kind of element to attract me, I always get bored after playing with these games with less than a week. The rules are so simple and there's nothing to explore. But I still play with some of these games, sending and receiving virtual object with my friends. I think they are more of a social activity rather than a real game, at least for me.

Besides I think the mental model building process also explains why for some movies has sequel, people always feel that the first movie is the best. I guess it's because when a person view the first movie, he is building a mental model of each character and the background of the story in his mind, and this process makes him deeply involved in the story. When viewing the sequels after, people already familiar with the characters and the story setting, maybe even the certain description manner the director took, so there's no such a process for discovering every aspects of the world described in the movie.
And also, the concept of creating a game with a very large solution space for players to discover their own path might be a good solution to "create the dramatically compelling game" since it can fit different kinds of person, depending on the combination of choices that each one made in the game.


Comments

Garrett Strobel said…
I agree with your assessment as to why sequels are often less successful or less well liked than the initial movie. It is the same reason that people often say they like the book better than the movie. Contrary to popular belief people love to use their imaginations. When you provide a story or in your case game world that gives the illusion of a rich and compelling world without enumerating every detail it allows the reader/user/player to mentally enter that world and populate it with their imagination. When books are made into movies it often ruins readers conceptions of this fantasy world they had constructed in their mind, or as you mention when sequels are made to popular movies it may conflict with the mental model viewers had envisioned based on information from the previous movie which is why i believe "The Matrix" sequels or the "Star Wars" prequels were such disappointments to fans. They could have been the greatest movies in the world but they would not have been able to compete with the rich mental fantasies that fans had constructed after entering the world of the movies through the first films

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