Darkzone
Arcane
- Joined
- Sep 4, 2013
- Messages
- 2,323
The player has always an external knowledge about the game (even due to load and save), and it is impossible to exclude this. Therefore he can make this decision between the blowing up the bridge to kill some spider that are on the bridge and to block other from coming over the bridge, and not to destroy the bridge. If the player had only the knowledge of the player, then things would be much more different....The player wouldn't know what their decision produced. They would only know the result of such when they happened upon it. ...
The player would also not know if the bridge blowing up meant you could never cross it again.
They don't know, so from an internal perspective, they have no idea that what they did blocked them from seeing what was there in detail.
Even if we follow your reasoning, that "later" the player can find a solution to get across, the player does not know that is feasible UNLESS we then jump to external knowledge of the game.
What you have suggested in my opinion is a A XOR B, IF A then C, IF B then D solution, with the knowledge of C and D.What my design suggestion does is to confuse them. That is, unless they "cheat" (ie look a walk through, hint guide, etc...) through external perspective, they will never know if they are missing out, if their actions opened something new up, etc...
They might perceive that by reloading they are gaining advantage, but they don't know for sure as with my suggestion, maybe that by blowing up the bridge,
that chain opens up a means to where something is found that would not be found if they had not blown up the bridge (ie a power/spel/skill not available any other way).
From an internal perspective, the game plays in many ways, consequences are not know, but decisions absolutely affect play.
The internal perspective player has no real idea, they are playing a game, making decisions, etc... and the world is shifting to those decisions. The external player knows, but the external player is irrelevant, only the internal player is important when considering play.
But if C and D are unknown OR if is is even unknown if a D exist, then it becomes problematic and through uncertainty people will choose A with C consequences.
If i destroy the bridge, and the explosion opens up a hole in the wall then it gets after 2 times quite hmmm. Then why not shoot at a part, where there is no bridge and open up the passage?
I have nothing against you solution in one or two cases, but people will discover that this method is used, if you do it often. And then they will call it a bad design. (sorry im really tired right now, therefore my answers are getting worse.)
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