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THE COLUMN

PLOT OR NOT?
By David Emery
July 31, 1999

note: This is The Column, a part of Apolyton where primarily Markos and Dan write whatever we want :). Well, not just the two of us. The Column is open to everyone. If you feel like writing submit your article to civ2@apolyton.net

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COLUMN ARCHIVE

Atmosphere is everything. Games are created to give you the feeling of being, a general, a soldier or even a despot. If they do not make you feel you are in that situation, a crucial element is lost. That is why puzzle games do not attract many people, you feel that you a grasping with a computer, only playing a game.
A good atmosphere will make you forget that you are playing a game, a totally emersive game will make you feel as if you where there. Who can forget the ending to Wing Commander 3? Or the searing introduction of Half-Life? Everyone must remember the destruction of the evil wizard, in Wizball. Or not :) (depends if you had a ZX Spectrum, 48k and tape drive).

Notice I have not said 'plot' yet. A plot is very different from an atmosphere. A plot holds together a game, pulling the player along, as in a book or film. But this must reduce interactivity, and stop freeform behaviour. Wing Commander does not let you defect and join the Kilrathi, which you could do if you were free do make every choice. Thus a plot often acts as a restricting tool, the player getting dragged by the plot, rather than the player making the plot.

Turn based strategy games are usually much more freeform, to the expense of a plot. Does this give players better immersion, by actually allowing free choice?
I think not. Judging by forum posts, people are always complaining about the computer, and attempting to 'cheat' with the AI. This is a sign that the atmosphere is not enthralling enough. The person is allowed free choice, but he reverts to the puzzle game school of thinking. CTP, with its awkward interface, and lack of defined goals, does not lend itself to immersion.

There is of course one exception. Alpha Centauri combined virtual freedom, with some decent backplot. The voiceovers and flashbacks provide atmosphere, you feel as if you are there, many times at least. However you are not as constrainted as you are with certain games. You can choose any of the 4 paths to victory, and have the flexibility to behave as you wish. A plot would not allow you to attack your ally, but a game with an atmosphere will let you.

You may consider that it is very easy for Brian Reynolds and his team, because they have a blank slate. Yes this is true, but several things can be added to even a Civ2 or CTP type game, to enhance the play, adding atmosphere. Knowing a little about the enemy leaders personality is a good idea. Prehaps records, in datalinks, and expanded diplomacy, so that you get to know the enemy better. news report would be a more realistic way of demonstrating effects. If you were a democratic state, and a neighbour recently declared a fascism, you could get a nasty newsreel about said despot. The player could interperate this. This was used to great effect in Crisis in the Kremlin. Voice-overs and some cultural writings from your people, give an indication, of the state of the nation, or even the ability to walk around your empire, understanding what you have built, and admiring your glory. It is easy to become immersed in such a world.

Strategy games are enthralling. But they could become more so. You need to feel as if you are there, you don't even need virtual reality for that.

The opinions expressed on this page do not necessarily reflect those of Apolyton CS or GameStats. They are just the personal opinions of the writer.

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