Every game has an information structure. This is defined by Fullerton as “information about the state of the game objects and their current relationships to each other.” However, the way that the information is displayed to the player is different for each game. A common display would be the UI. There might be health bars, a mini map and an ammo tracker in the bottom right hand corner.
These few pieces are normally what we think of, but we forget about the info that isn’t shown. “Many games use a mixture of open and hidden information so that players are given some data about the state of their opponent’s game, but not all (Fullerton).” This point is definitely key to a lot of games. When playing horror games like Dead by Daylight or Friday the 13th, the players do not know where each other are on the map with some exceptions for both games. Regardless, this means the player has to be alert to their surroundings, especially when other players might need your help. The information that you aren’t given can cause another player to die, due to your absence. With the killer in mind, one must keep track of sound cues and the absence of sound cues. However, there can still be moments, where if the player is not paying complete attention, they can be caught off guard, due to the lack of mini maps.
The information structure determines how the game feels. If you don’t know something, it can be mysterious or scary or maybe even intense. It also changes the overall fluidity of the game. In a first person shooter, if there was no ammo tracker, the player would be constantly rationing bullets. Ammo would become a delicacy. Gameplay would shift drastically. In the same way, if there is no map, a player must be more cautious and focus on their surroundings to guide them to their goal. The more complex the game, the more information has to be explained. Sometimes the information structure is too much for a new player and tutorials are needed. Overall, the information structure is dedicated to helping the player become more immersed, understand their objective and give them more complex feelings towards different parts of the game.
Works Cited
Fullerton, Tracy. Game Design Workshop: a Playcentric Approach to Creating Innovative Games. CRC Press, 2019.