In the past 25 years, electronic entertainment has progressed in leaps and
bounds. Indeed it would be
difficult for a kid playing a linear game like Pong to imagine a game like
Deus Ex and its non-linear narrative.
But no matter the plot, graphics, or sound, games come down to one
thing: interactivity and the way we interface with the game environment. For me, interactivity and gameplay can be broken down into
three categories: reciprocity, submersion and escapism. The games that continue to push the bounds of interactive
entertainment will deal with all three of these categories in newfangled
ways.
Reciprocity
The ability for the gaming environment to react realistically to a
player’s input is the first important factor of understanding
interactivity. For a gamer to feel like they are part of the fictional
gaming world, the world must feel like it is a part of the gamer. When the
game responds in a natural, intelligent, and realistic way, the player has
no choice but to subliminally accept the fantasy that the game is offering
him. In this way, reciprocity of the gaming world is the first integral
part of the interactive equation.
Reciprocity of
environments like Red Faction’s destructible
terrain, or reciprocity of emotions and feelings by AI characters as in The
Sims contributes towards a player feeling like they are a part of the
fictional reality. Reciprocity of environmental sounds as in Thief,
or reciprocity of character control as in Die
by the Sword, help to sustain the illusion that the player is actually
inside the game world instead of merely looking in through a window.
The
future of reciprocity will exist in seamlessly integrated interactive
worlds. RTS worlds will be real battle fields where destroyed vehicles
stay where they are and affect their environment by downing trees, damming
rivers, collapsing land bridges, or creating barricades to stop oncoming
troops. Similarly, if
you’re taking fire in a first person game, you’ll be able dive through
a window, interrupt a family eating dinner, and even grab their table,
flipping it over for cover.
Sound far-fetched? The writing is already on the
wall: this year we will see Majestic, a game where if your phone
rings, you can answer it and talk to an A.I. character – with your real
voice – who responds realistically and calls back if you hang-up. The
possibilities for reciprocity are endless – the limitations lie only in
the shortcomings of technology and the imagination of the designers.