What is a place?
In the simplest possible terms, a place is a meaningful location. Places are
spaces that humans perceive as meaningful because of their social and emotional associations. We
form these attachments with spaces as they provide the settings for our lives
as individuals.
A
sense of place is
the subjective feeling of ‘being
there’, in a place. As it is just a feeling, having a sense of place
does not require the individual to be in a given location physically, but
purely to experience the depth of emotional and social connection that they
would associate with being there.
Mental models
There are many ways that video game environments can fall short of
providing the same depth of experience that real-world places do. They
typically do not contain the same density of objects or details; they are
limited in the movements or actions they allow people to perform; and they do
not cater for the full range of bodily senses.
However, feeling a sense of place is a cognitive experience, not just an embodied one. It is
possible to create the feeling of being in a place without being there
physically. For example, we can feel like we’ve been transported to another
world by the words of novels, or sounds in a piece of music.
The most important factor for creating a sense of place is
therefore the mental model
of the world that participants create. The world’s content does not necessarily
have to be realistic, but believable
– enough for the participant to form a coherent impression of the world in
their mind. For video games, this relies on a combination of their systemic and aesthetic components.
The systemic components of the world control its physical
properties, and how players can interact with it. To create a coherent sense of
place the game’s mechanics need to be consistent, as these rules of interaction allow players to filter
out the world’s information in a meaningful way. Players can feel like they
‘know’ the world when they find, for example, that only certain types of door
can be opened; or only highlighted objects can be interacted with.
The aesthetic components control how the fiction of the world is
experienced. This includes the world’s art, story plot, soundscape, and any
other information that sets the world in a specific fictional context. To make the world believable, it is
important that the aesthetics feel authentic
to the player. This authenticity can be based on factual accuracy, such as ensuring that everything in the
world is from the particular time period in which the story is set. Yet authenticity
can also be applied to the emotional
effect of the story events, addressing real experiences and
feelings that people have had.
Ensuring that the systemic and aesthetic components work well
together is essential to create mental models of the world that are well
articulated when the game is played. This way the world can be interacted with
meaningfully, setting a stage for deep emotional experiences.
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The Stanley Parable is a game full of inconsistencies. Doors
open in some playthroughs that couldn’t previously, and in some cases the
entire layout and contents of the office building change completely. Yet these
contradictions are in keeping with the fictional context of the office block as
an inherently unknowable place. The systemic inconsistencies work well with the
surreal aesthetics to create a mental model of a place that is confusing and
ungraspable.
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Play-testing
can allow developers to assess and
fine-tune this relationship be-tween mechanics and aesthetics. Feeling a sense
of place is ultimately an experience that occurs in the minds of individual
players, so by examining how players engage with the world mechanically and
subjectively, developers can gauge whether their worlds work well as places,
not just game levels.
Co-authorship
All places have an element of co-authorship, as
the existing materials and social relationships in a location are combined
with the personal experiences of individuals in meaningful ways.
The interactivity
of video games is similar to co-authorship, in how players can have their
own play experiences within a structure designed by a game’s developers.
In many of the established game genres, however,
the input of the player is typically focused on the mechanical actions they can
perform – and how well they can do these actions according to frameworks of
wins and losses, score-boards, objectives and so on. Little opportunity is
given for emotional engagement
with the environment, which becomes a passive backdrop for the unfolding
action.
By cutting
down the complex mechanical actions the player can perform,
and the feedback given to players for these actions, game developers can create
more room for
players to have mindful
responses to their worlds. It is then left to the players to decide how
they are going to explore the world, and how to interpret the ambiguous
information presented to them, according to their own feelings, memories, expectations
and imaginations.
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Made to answer the question of what happens if traditional interactive
elements are removed from games to focus purely on storytelling, Dear Esther
became iconic as an experience that simply asked players to walk forward and
listen to a narrator. Widely credited as a founding title of the ‘walking
simulator’ genre, Dear Esther showed how leaving room for ambiguity and
contemplation in games can foster deeper emotional engagement with their
worlds.
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However, the level design also needs to be
compelling enough to encourage these deeper emotional and thoughtful responses.
Using techniques such as gating
(managing players’ access to areas of the game world at specific times), signposting (drawing
players’ attention to objects/events/areas through lighting, sound etc.) and pacing (managing the
positioning and distance between objects/events), developers can subtly direct the flow of the experience to enhance its drama and emotional
power, without compromising the player’s immersive connection with the world.
In short, co-authorship relies on trust both ways in the
relationship between developers and players. Developers need to ensure that
players will find the world engaging and worth exploring, and then step back
and trust that players will respond by finding what it is meaningful to them in
the world, rather than telling the player what they should be doing and how
they should be feeling.
By
giving players the opportunity to imagine
themselves into the world – rather than overlaying it with
complex actions players must perform, or arbitrary scoring/objective systems –
a stronger sense of place can emerge as players draw on their own meanings and
experiences to engage with the world, rather than anyone else’s.
Story and emotional resonance
As well as creating room for players to interact
mindfully with game worlds, forming the deep subjective bonds associated with
‘being there’ entails providing content to which players can respond
emotionally. In games, this typically takes place through storytelling – the cultural
practice of sharing experiences, which can build empathy and social bonds
between people.
By creating worlds transformed by the emotional resonance of
events, characters and objects involved in a story (environmental storytelling), developers can instil
environments with stimuli that provoke empathy between players and the fictional situations
that are represented in the game. Players can then begin to care about the
world as a place where they have memories of emotional experiences.
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The vacant mansion explored in Gone Home is ripe with
environmental storytelling that makes the house feel lived-in: handwritten
notes, tape recordings and objects that enable players to experience the
emotional resonance of the Greenbriar family’s dramas.
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Careful use of sound is a particularly powerful method of evoking
emotional resonance in environments through its immersive qualities, enabling the player to feel present in a time and
location without physically being there. Sound also has the ability to very
viscerally convey mood and
atmosphere through music, voice and ambient noise, which
makes it especially potent for communicating the emotional twists and turns of
narratives. Despite its importance for storytelling, I’ve repeatedly heard
about instances where studios have not considered audio until late on in
development, or failed to put much effort into its production.
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Everybody’s
Gone to the Rapture’s BAFTA award-winning sound-track used four types of music
to score the emotional resonance of scenes, characters, and the player’s
journey between them. |
When
narrative worlds with a strong and authentic emotional resonance are created,
players can more deeply immerse themselves in the experiential space of characters and/or situations –
events and dilemmas they must negotiate using their own subjective judgements.
As players make meaningful decisions
and interpretations,
exploring the world becomes a process of exploring the cracks and crevices of
the self. The world
becomes tied to the meaning-making
of the player, developing a deeply personal sense of place framed
ac-cording to the player’s feelings, memories and measures of emotional reward.
Making players care
It has been said that in walking simulator games
the only fail state is that the player doesn’t care. Though as one developer put it, this is also the
designers’ fail state. It is their job to provide the conditions that can
foster an emotional connection between player and environment, in order to
create worlds with a distinct
and intimate sense
of place.
By creating believable, stimulating environments
that give players the opportunity to explore the twisting paths of their own
thoughts and feelings, players will ultimately care more about the world as
somewhere they come to know from personal experiences, interpretations and
imaginations.
The
task for developers is to design holistic
environments that are evocative
in themselves, allowing them to step back and trust players to find meaning in the rich world
presented to them.
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