Information in a game determines many of the decisions that a player will make. My experiences in gaming is far different than what was discussed in class. With the strategy games being most similar to first more mainstream first person shooters. This is because most of the information is available. Everything has a reason for its current value which is able to be looked up to gain an understanding of the current situation. This would be analogous to the current amount of health a player has. It is up to the player to act or react to the opposing players. The only thing that is really terra incognita is where the enemies are which is also the case for many games on the market. This complete control of displaying information can be fun but is not the only way games are able to be made.
During class, we did not talk about what happens when removing information can affect the game play experience. Such as removing a HUD all together to have no feedback on the players health of the character or amount of ammo. Subtracting elements of information can make the feeling more immersive since it is reliant on the player to count shots or move more cautiously if they know death is less forgiving. Terra incognita is still there with player movement but it is also there with their death especially in long range encounters since there is no way to know if the player actually killed their enemy outside of seeing them rag doll or they are no longer shooting. All these make the games more realistic and a better experience for it. It hurts the accessibility of the game as there is a steep learning curve but that does not make it less valid of a way to design games.
I think that it is an interesting idea to use to removal of information elements to build up on game immersion. While it may not create a great user experience for someone who is playing a game to “win”, it would give a lot of possibilities in incorporating the feelings of a player character onto the player themselves. For example, not knowing the current health status of a player character within a game that is built on a story or environment of horror will up the player’s fear because they will not know how close they are to death, similar to how someone in an actual horror situation might feel.
LikeLike