You are not welcome here

A house sits plump and in decay on the edge of town; empty, save for the aura is casts over anyone who glimpses its weathered facade and black, empty windows. What is simply an abandoned structure, cast away from the beating heart of society, builds a certain personality for itself. Perhaps it’s the age old stigma of the haunted house, or maybe there is something else within its character that arouses the most irrational of our senses. Fundamentally, a great portion of our reactions and emotions are governed by fear, a response that represents, and mutates into a more palatable selection of responses that drive our actions whether they be creative or destructive. When surrounding the player within an environment, your goal as a designer is to stimulate the player into a response; immediate or delayed, and when this is accomplished, they may shape their own emotional experience under the prompts of your own.

Every day we walk through the world almost oblivious of the way in which it affects us. A park bench here, a stretch of lawn there; singular elements that have been combined in a way that a town planner prays to the gods of the popular consensus will be appealing. The idea that the worlds we exist in – the microcosms of streets, suburbs and city – have been planned and crafted loosely, or specifically for our use and enjoyment often slips past us, not because we don’t care, but because it feels appropriate; right. But sometimes it doesn’t. I needn’t go into the minutiae of the pathological effects that certain designs can have upon the mind because they can largely be summarised in a single point. They make us feel unwelcome.

Like the casual trickle of racist remarks that unconsciously lurch forth from the rancorous old man buried beneath acres of cracked memories and Hawaiian shirts, a sense of foreboding and dread creeps up the spine and clouds the brain whenever we are somewhere that does not make us feel like we belong. Although the spectrum of emotions and associations may vary dramatically, the central broth of fear bubbles and toils onward, regardless of what it is comprised.

It is an all too well known fact that I like horror as a genre but the spatial dynamic that entangles the player within an unnatural environment in what has led me to favour the delivery of the computer game. Within a game, a player is not simply completing a checklist of objectives (sadly innacurate) or watching the action unfold from their lofty desk-chair, they are involving themselves within the fabric of the world around them consciously and unconsciously just as we do on a daily basis, and within these worlds lies the power to shape the way in which the player responds to a narrative, and the emotional experience they have within the game.

I feel that within the structure of a game, the way the environment is presented can be separated at a very high level, into two dichotomous groups based upon the way they behave with the player. I’ve labelled these groups as “inviting” and “alienating”, however, I believe that this is not absolute. Whilst a game’s environment may appear to serve the purpose of “inviting” or “alienating” the player from the world on a surface level, and triggering their emotional response accordingly, it may often develop into a more complex dynamic. To recognise the depth of the concept, I think it is important to understand the way in which the environment can present itself beyond my simple classifications.

Cryostasis is an under-appreciated psychological horror game by Russian developer 1C Company that understands the necessity of creating a complex dynamic between the player and the world. In a recent article in Tom Jubert’s Stories in Unlikely Places series, Tom discusses how narratives can intertwine to create an engaging narrative experience, however, he makes mention toward the way that the player builds a bond with the ship.

“Modelling temperature as a crucial survival resource could have been inventive, and the moments that mirror Dead Space’s haunting zero G scenes – where you fight your way out into the blizzard, surviving moment to moment on the fleeting respite of a hot air vent or partially destroyed cabin – are atmospheric and rewarding; but for the most part all this marketing talk just means the health bar’s replaced with a thermometer; med kits with fires, heaters and even desk lamps.”

Although the ship is a harmful and unforgiving frozen tomb, a crucial gameplay mechanic – the player’s health – is maintained by elements of the ship itself, forcing the players to forge an uncertain bond with the vessel. By doing this, the player is drawn into a world they must involve themself in, and consider as more of a complex entity, rather than simply a place. Although a gameplay-centred path of interaction can excel in player involvement, it requires the use of a central, and usually mandatory mechanic in order to enforce the particular player-world dynamic that the game is trying to capture. An alternate is the world-building narrative.

The original Bioshock is one of my favourite examples of the way in which a world can continue its own unfolding narrative, a place in which a slice of the 1920’s and 30’s is sustained well into the 1960’s within the time capsule of a falling dystopia. As you may already know, the protagonist, Jack, is summoned to Rapture under puzzling circumstances and chances upon a majestic city, thrown into ruin by none other than its denizens. This time the world poses only as a historical backdrop within the game’s fiction – a world of rational self interest, turned hedonism – that provokes the player’s sense of being through what man has made it. However it is not a static entity.

Although it may not be apparent, Bioshock presents a transition between the effect of invitation and alienation that the player has some part in. When the player first arrives in Rapture, they are thrust into conflict between the bygone glamour and style, and the bloody sheen of recent tragedy, an active contrast that leans toward the latter as the story progresses and the player learns of the ways that man has corrupted his own perfection – the city of Rapture – through his own violent ambition. However, Bioshock introduces another element of complexity in a similar way as Cryostasis, beyond the guise of a moral imperative.

The way a game challenges us to think can often be attributed to the way in which in which it invites us to perceive its world. Bioshock presents players with a simple, yet confronting moral choice: kill the little sisters for a lot of world-important resource, or save them for a little, with no stated reward. Irrespective of what you choose, the world is still as hostile toward you as it ever was, but the way in which the player interacts with its themes is somewhat altered. Choosing the “good” route means that Dr Tennenbaum with speak favourably of you and deliver you gifts, revealing a rational, altruistic, and once appealing side to Rapture’s walls, where the other will strip the tale down to the corruption of an idea and its tragic, lasting effect on an ambitious world.

Ultimately, it is impossible to create a definitive judgement of how the player will respond to a world because for all you know, they will spend their time drawing cocks with bullet holes all over your prize exposition. However, since the player’s experience is somewhat unpredictable, loose systems that tie the player’s fate to the world around them can turn what you don’t know of the player’s experience, into something profoundly interesting. A world is simply a tool, used correctly, an emotional bond can be created that strengthens the experience that the player will have in accordance to its themes, whether these draw the player into the fabric of the universe, or alienate them within their sphere of thought and reason.

Help us help you help us all:
  • Digg
  • StumbleUpon
  • Twitter
  • N4G
  • Reddit
This entry was posted in Game Design, Games and tagged , , , , , , , , . Bookmark the permalink.

12 Responses to You are not welcome here

  1. BeamSplashX says:

    Your point about the fear/respect of Cryostatis’ environment is a good observation. The fact that the heat mechanic from the original Lost Planet tended to be unpopular suggests that bringing the feel of the environment into gameplay is best done as flavor and/or a long-term managed resource (as opposed to an insistently ticking clock that calls attention to itself).

    How often is it just the environment, though? If comforting music plays in a wrecked room while menacing music plays in an organized room, the player’s perception of the nature of that space is altered. The presence of friendly/unfriendly actors in a space also have this effect.

    This post brought to you by Long Sentences, LLC.

  2. Miles says:

    There are an almost infinite number of avenues I could have explored here, however the context of these games is what gave the post momentum. Originally, the idea occured whilst Jack and I were playing the Half-Life 2 mod Nightmare House 2 and we begun to question the way the spaces made us feel, and how horror games are almost too accepting of our presense.

    As horror games are often as tightly scripted as films, the scares often feel quite contrived, and rarely allow the player to build their own sense of dread and tension. In retrospect there is a lot more I could have discussed, and will endeavour to do in the future.

  3. BeamSplashX says:

    @Miles – I wasn’t aware that this was part of a series. My mistake.

    Carry on.

  4. Miles says:

    Oh, well this isn’t strictly a series, it’s more of a stream of consciousness. Whether or not I choose to write about it in the future is really dependent on whether I can think of something to talk about in depth. Unless, of course, I did another series of shorts.

  5. Thank you for sharing excellent informations. Your site is very cool. I’m impressed by the details that you have on this web site. It reveals how nicely you perceive this subject. Bookmarked this web page, will come back for more articles. You, my friend, ROCK! I found just the information I already searched all over the place and simply couldn’t come across. What a great website.

  6. Useful info. Fortunate me I found your web site by chance, and I am shocked why this twist of fate did not came about in advance! I bookmarked it.

  7. Shopping says:

    I wish to express some appreciation to the writer for bailing me out of such a instance. Right after exploring through the world-wide-web and coming across opinions that were not helpful, I assumed my entire life was gone. Living without the solutions to the issues you have sorted out through this short article is a critical case, as well as the kind that could have badly affected my entire career if I had not encountered your blog post. That competence and kindness in controlling all the pieces was very useful. I don’t know what I would’ve done if I had not come upon such a subject like this. I’m able to at this point look forward to my future. Thanks for your time very much for your expert and amazing help. I will not think twice to suggest your site to any person who should receive counselling about this problem.

  8. Shelton Koe says:

    certainly like your web site however you have to test the spelling on several of your posts. Several of them are rife with spelling issues and I in finding it very troublesome to inform the reality on the other hand I will surely come back again.

  9. Errol Burtin says:

    Some genuinely great posts on this website , appreciate it for contribution.

  10. ????? ????? says:

    My husband and i have been very lucky that Albert managed to complete his homework via the ideas he had when using the web pages. It’s not at all simplistic to just always be offering hints which often others could have been trying to sell. And we all see we now have you to thank for that. The specific explanations you made, the straightforward site menu, the relationships you will make it easier to foster – it’s got all impressive, and it’s letting our son and our family imagine that that subject matter is brilliant, which is pretty fundamental. Thank you for all the pieces!

  11. cordek.com says:

    Thanks for your useful article. Other thing is that mesothelioma is generally a result of the inhalation of material from asbestos, which is a very toxic material. It is commonly noticed among employees in the building industry with long experience of asbestos. It can also be caused by residing in asbestos covered buildings for a long time of time, Genetics plays a crucial role, and some consumers are more vulnerable on the risk than others.

Leave a Reply

Your email address will not be published. Required fields are marked *