Of the key narrative elements discussed so far in the course (interactivity, level design/linearity, moral choice/non-linearity, character), which do you think is the most prominent, important or interesting in your chosen game?
This week my chosen game was Terraria, one that I have had previous experiences with and enjoy immensely.
Its narrative is created through the player's curiosity - you are placed in a world with only a guide to give you a basic tutorial - one that you do not even have to pay attention to. Therefore, due to such an open nature, I believe that the most important element of the game is in its linearity/level design.
"Open-world video games offer the player the choice to engage in an immense range of optional activities that do not necessarily contribute to closure, but rather to expand the player’s experience." I believe that this quote from Cardoso's Breaking the Game is particularly relevant to Terraria, as it is a game that does not limit the player to a linear sequence of events. The whole point of the game is for the player to experience it - there is no Ultimate end goal beyond 'do everything that the game has to offer'. Players are given the options to defeat bosses and explore every last inch of the world, but there is nothing saying that they have to. The experience is driven by the player's curiosity.
There are limitations in place to make sure the player is constantly challenged; they start out with weak weapons and universal monsters (slimes and zombies) that spawn frequently during the day and night respectively. The only way to get stronger is to collect various materials from the world's surface and underground in order to craft stronger weapons,armor and structures to better defend yourself. This in turn creates a reward/goal system for the player from the get-go - through exploration, the player uncovers more of the world, and finds more equipment/materials to become stronger to explore further or enhance their experience. The player also gains new villagers through a crafting element - making houses for these villagers to move into - and provides reward for the creation /building aspect of the game with the perks and unique items that the villagers offer once they are settled.
As stated in week 3's level design lecture, "Clever level design matched with enemy/obstacle placement will make for a compelling experience and it ought to contribute to the narrative experience as well". Terraria presents a linear, 2D terrain with different biomes representing the different areas of the world. Within these biomes are different kinds of enemies with varying strengths, and different types of materials for the player to customize their equipment and appearance, as well as build structures with. Each world is unique due to its randomized creation, therefore the player will never know in advance the kind of terrain or dungeons that they will explore, where to expect new biomes, or know what kind of equipment and treasure they will find in the randomly generated treasure chests.
The idea of clever level design can also be applied to the player's created structures - Besides the edges of the map and the generated terrain of the world, there are no restrictions on how tall you can make a structure or how far down into the world it can go. Players can build walls that monsters cannot pass over in order to defend their villages better, or may use trapdoors instead of regular doors to prevent monsters from opening them. Traps can also be utilized to prevent monsters from entering inhabited areas. Again, ideas are only limited by the player's creativity and by how far they want to push the game.
Overall, the terrain and design of the world and its denizens helps to shape the player's experience by providing a large and excellent landscape to explore and discover. While it may be enticing for new players, it also provides a unique experience for veterans, as no two worlds will ever be alike and while each world contains a finite amount of elements, they are always presented in new ways and require different methods to overcome them.
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