- Joined
- Jan 5, 2016
- Messages
- 30
- Reaction score
- 12
- First Language
- English
Can NPC's, environments, a game's world itself be considered a mechanic. In many instances the world is the largest part of a game. A game can be made without a battle system, without items and magic, there doesn't even need to be a actual protagonist or antagonist. No true narrative or written story. But does it exist without a world? A place for you to interact with things?
Pong is an example of this. No story, characters or other "Mechanics" that are often talked about. No amount of upgrades to the sound or graphics would change what Pong is. But, if you created an environment around Pong, by having an audience and saying that the black background is now a court, Pong becomes Tennis.
With so much of the gaming industry focused on graphics and the like. What about the quality of the world itself? A game like Witcher 3 has many clones but none have managed to capture the way that game's world. How the NPC's seem to have lives, accents based on in game geography, lore that is not prophecy or plot dumped but common place. A world that doesn't serve as a guided tour to the credits but rather a giant tree where your entire journey is but that of a single leaf on its way to the ground.
What other ways can I (or you) make a game world matter? How else can I make a player feel connected to the game?
Pong is an example of this. No story, characters or other "Mechanics" that are often talked about. No amount of upgrades to the sound or graphics would change what Pong is. But, if you created an environment around Pong, by having an audience and saying that the black background is now a court, Pong becomes Tennis.
With so much of the gaming industry focused on graphics and the like. What about the quality of the world itself? A game like Witcher 3 has many clones but none have managed to capture the way that game's world. How the NPC's seem to have lives, accents based on in game geography, lore that is not prophecy or plot dumped but common place. A world that doesn't serve as a guided tour to the credits but rather a giant tree where your entire journey is but that of a single leaf on its way to the ground.
What other ways can I (or you) make a game world matter? How else can I make a player feel connected to the game?


