Wednesday, November 23, 2011

Learning from Everywhere

I just returned from vacation in Orlando. My family and I visited Universal Studios, Universal Islands of Adventure, and Disney’s Magic Kingdom. As we walked throughout the parks and waited in line for rides, I couldn’t help but notice that theme parks have a lot of lessons that game designers can learn.

Both Disney and Universal spend considerable effort to ensure that every part of a ride works toward the overall experience. Placed throughout the queue area are television screens, posters, and animatronics to set up the story of the ride. Waiting in line for Universal Studios’ Jaws ride, you watch television interviews with the survivors of Amity, discussing the way they’ve coped with the trauma of a shark attack. Outside the ride, the park is set up to mimic Amity, complete with tacky shark souvenirs. At Disney, the path to the Haunted Mansion is littered with tombstones inscribed with cheesy jokes. The ride operators wear funeral attire and make terrible puns in somber tones. Once you get off Space Mountain, you take a walkway back to the entrance. The ceiling is covered in stars, there are alien landscapes built around the conveyor; the ride is over, but the experience isn’t.

Game designers need to remember that every part of a game should work towards enhancing the experience. The opening menu, the pause interface, everything needs to contribute towards the atmosphere the game is trying to achieve. I’ve played a number of games that shattered my immersion because the interface wasn’t as streamlined as the rest of the game, throwing the fantastic pacing down the toilet.

There’s more to establishing tone for a game than just the gameplay and the visuals. Game designers need to remember that they have lots of tools at their disposal, and they need to use all of them.

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