The limits of videogame interaction
Nuanced and subtle game design is meaningless if the player can't respond in kind, says Clint Hocking.
A few years ago, Patrick Redding, then Far Cry 2’s narrative designer, and I discussed how to evaluate and interpret the meaning of a player’s input into the system we were designing. We had engineered a system wherein character relationships would evolve over time based on player actions, but the player’s input into the system amounted to either doing missions for people or killing them. Pat came up with a name that described this scenario: the fat pipe-thin pipe (FPTP) problem.
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