Arcade Berg aka. "Learning Game Design with Arcade Berg"

19Feb/100

Uncanny Valley of Game Design?

Posted by Arcade

When talking about uncanny valley in video games we usually refer to animations or 3D models being so close to reality that even the slightest difference makes us feel that something is "wrong".

But nowadays, isn't there an uncanny valley in gameplay?

The big studios spend a lot of resources on the writing, characters, dialogue, setting and environment, creating a very believable game world. And then when we encounter a very "video game:y" solution, like a very conveniently placed platform, lever or trigger we're smacked in the face.

It does at least ruin the experience somewhat for me. Overall I'm very good at accepting the premise in both movies and games, but I do often think "How convenient..." in games like Assassin's Creed and other realistic games. But I never think like that when I play Mario, because there it all makes perfect sense within the game world.

Reach the roof. Just climb the conveniently placed scaffold and jump to the conveniently placed sinks to finally reach the roof, on which you'll find a very conveniently positioned hang glider.

I think that when working with a believable setting, you have to think long and hard about the context for in which the gameplay takes place.