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I was rather impressed with these questions and I thought my responses should be addressed as a whole subject in themselves, rather than being skimmed over quickly to allow for further questions from other students.
#Subvert your expectations how to#
However, every time I delivered a presentation about the foundations of game design I almost always had a question about how to stop levels from becoming predictable if you were always following these rules. As these were aimed at a student level I only spoke about the established rule set we can use for creating satisfying experiences I was teaching the foundations. I have done many talks and presentations to universities about making levels for AAA games and the design rules we have for creating these. As games are an interactive medium they have many more opportunities for playing with expectation rather than just relying on cut-scenes or through the plot. However, for the purposes of this article I will be talking about mixing up established mechanics and gameplay patterns to achieve differences in gameplay and emotional responses, rather than plot twists in the narrative. Subverting expectation is a basic theory of game and screenwriting when we talk about plots and storylines. We can do something different to what the player is expecting in order to maintain their interest and grab their attention you are ‘subverting the player’s expectation’. In this article I will discuss how in games we can alter mechanics and gameplay to make the game engaging and to keep it from becoming predictable.
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