Just something to think about while you go about your lives.

So by not giving them another option. Sorta like how in some games, lets say Zelda.

Where if you beat the main ending, the game ends, and potentially reverts back to right before you end it.

Or in contrast to like The Elder scrolls and other games, where you can beat the game and just continue along exploring and beating things.

I know in TES series, I often do most everything in the game, except the main storyline until much later in the game for some reason. I usually progress about 30-50% storyline, then diverge off every which way until there is nothing more to do.

But more importantly, none of those really solve the issue, either they don’t really do what you were asking.

The only 2 things I can possibly think of is to somehow set it up that the player knows something bad will happen, or a choice must be made that the player doesn’t want to choose.

For example in GTA 5 near the end [spoiler]you have to chose which of the main characters must die permanently (though its possible for you to save them all) its also possible for you to permanently lose a character[/spoiler]

So in that regards, you must make something permanent, something you can’t change or get back, this means no ‘multiple saves’ where you can try different endings. You need to have something heavy and deep, that the player must fear or very much dislike to have happen. Or a choice too great for them to bear the consequences not just in the game, but as a human being themselves.

Alternatively, the alternative I feel is to simply NOT have an end. Many MMOs don’t technically have an end. Even some silly games like Candy Crush don’t technically have a permenant end.

Especially if user generated content is very easily implemented, then technically there is no end. Sort of like Minecraft perhaps? No real end(though thats slightly changed nowadays)

So the question comes up. You want to have an end state, you want the player to keep playing, and you want them to not achieve the end state.

The only thing I can think of, is to present the end be something they truly do not want to happen, or give them more choices of doing something else. Its almost like, is it possible to make an awesome game, that makes it so players do not want to play the game, but want to talk about how great the game is?

tl;dr;

[spoiler]brain wash them[/spoiler]

Have you ever been playing a game and “gotten out of the map”? Glitched through a wall and seen the entire level (on purpose or otherwise).

Its really cool. You get the feeling that your in this unexplored thing, that even the person who scripted out this perfect little game for you to play has no control over. Its the only true adventure in a video game, I think.

The level, the win state, becomes irrelevant, the only thing your really interested in is that youve broken out of the neat little play whoever made the game had intended you to experience.

Im not talking about shitty glitches like a game crashing or anything like that.

In Halo 1 you could get on top of the flying vehicle (banshee) and have another person smash it into the upper bounds of the map ceiling and you could explore above the level and around it.
In MonstersVsAliens for the ps2 you could stand up against this one wall and have a friend roll a boulder into you, sending you out of the map.

What if your game had an obvious “winstate” but the player wasnt motivated to get to it because they think they are beating the system by doing somthing else?

Thats my take on why people were inclined to not throw the companion cube into the incinerator. i dont think it had anything to do with emotional attatchment.

What if there was a game, that was built to be broken out of? Or hacked? But not played. Of course you wouldnt let the user know, just let them think they had beaten your game. And then, in the end, you could let them know you were in control the whole time! Blow their minds.

A true victory would be showing the player an obvious winstate, and them running off and glitching your game, and then in the end showing them the winstate never was even there.

[quote=“CodeHead,post:40,topic:42641”]
Hmm, I remember playing a demo of Sanitarium when it was new. Time flies… :slight_smile: Anyway, yes I agree that it would be important to create a strong connection with the protagonist. I think an important aspect of this is to not rely on cut scenes of dialog to do it, though. That would be to obvious to the player. We all know what to expect, that a story is told with words or magnificent cut scenes and we can sit back and put ourselves outside of the story. I think that the immersion must come from the gameplay itself. We have to lure the player into a feeling.

The interesting thing that Shadow of the Colossus does is that there isn´t much of a story, there´s just a beginning and then there´s this beautiful, solemn world with huge creatures that doesn´t seem to be all that interested in hurting you, at least not compared to ordinary video game bosses. All this creates a mood that implies that you must be doing something wrong. I can´t put my finger on it, though, and I guess this is the beauty of it all.

I loved all the breaks you could do in Halo 2 (never tried the first). I found my own way out of several levels and it was so fun doing it. Games could be a little more fun if they didn’t make them completely bullet proof but they have to be unintentional… damn invisawalls and death berriers

I have had this idea for some time and I might end up implementing it in some ways. The idea is to start the game from the end where you are not victorious. Then you play the game from the beginning. The player knows the end is not with a win. What does motivate him to play the game then? This sounds like a cool experiment to me.

Very simple: every strategy game like for example The Settlers (newer versions).
You play a mission, build a city to be able reach the goal and finally you reach it.
The game offers you the option to complete the game and continue, but this also means to leave the city you spent ours on to build.
Normally you just continue, but it always feels weird…