I think this is an idea worth discussion for sure. But i have a question:
Would in game polls affect the immersion for the player?
Chris
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I believe this response demonstrates – at a very fundamental level – where some of the issues lie.
Without knowing you personally, Mr. Whiteside, and only having your forum response to judge by, the reply above exemplifies a very rigid thought process. This may be completely opposite of the truth, but I can only go by what’s available to me.
What I mean by “rigid” is there’s an immediate assumption an in-game poll would break immersion with no attempt made to see any other alternative. Why would this be the case? Could a poll not be crafted in such a way that it could be made optional and/or non-immersion breaking? Perhaps a small button is added just below where we’re informed about the success or failure of an event in PvE or on the dungeon completion screen or any one of a number of other, unobtrusive places for the various game modes. It’s then up to the individual player to click the button if they wish to participate in the poll/feedback tool. Can the players not be trusted to decide for themselves what is and what isn’t immersion breaking?
The issue of an in-game poll aside, I want to use this as a launching point to discuss my real concern. I had considered different analogies such as sandboxes, over-protective parents, etc. I’ve settled on Legos. Yes, Legos; those multi-colored, plastic building blocks that come in all shapes and sizes.
Why are Legos one of the most wildly successful toy lines ever created? Because they are not a toy. Rather, they are the infrastructure that permit children to build their own toys. Legos facilitate and support a child’s creativity rather than dictate to that child what they can create (at least the older generation of Legos did; let’s leave aside for the moment all the themed, market-driven, movie-tie-in, rigid sets that have come out in recent years).
Granted, there are some restrictions on what you can make with Legos; rectilinear blocks can only be built into so many configurations. Regardless, they succeed where other toys fail. A child plays with a traditional toy and becomes bored with it in pretty short order. With Legos, however, the possibilities are endless. You’re bored with what you recently built? Tear it apart and build something new! When the emphasis is on the child’s creativity rather than on the physical toy itself, the only limit is the child’s imagination.
It’s the process of building that’s fun more so than the finished product. Oh, sure, the finished construct is admired and played with for awhile. It won’t be long, though, before it’s torn apart in order to build something new. It’s all about the act of creation; not the individual Lego pieces.
Now to GW2. If ArenaNet wants to maintain rigid control over their game, keeping it a static theme park with inflexible rules, that’s their perogative. However, if ArenaNet is sincere in their desire to build a collaborative development relationship with their community and a flexible, organic, changing, living world, then they will have to consider relaxing some of the rigid thought processes which appear to drive development decisions.
I’m not suggesting GW2 be turned into a sandbox game and only a sandbox game. However, there’s much that could be done to improve upon this far-from-Living-World. A concrete example is housing; giving players the option for that Lego-like creative outlet. That’s a very superficial example, though, and only scratches the surface to which I’m referring.
At the most fundamental level, it comes down to the actual philosophy of game design. Is this a game which will facilitate and support players’ desire for fun and creativity or will this be a game of very rigid rules, proscribed behavior, and set paths dictated by the developer? Yes, there must be some rules. But are the rules there for the benefit of the players or the need on the part of ArenaNet to maintain control?
Does ArenaNet want GW2 to be the injection-molded plastic toy that’s shiny while in its package but discarded and left to gather dust under the bed after a few months? Or do they want it to be the Legos that are infinitely built, broken down, and rebuilt into something new for years to come, driven by the community’s creativity and passion for the game? Have a little faith in your player base, ease up on the control a bit, give us the tools, be supportive of our efforts, and watch as your community puts the “Living” into your “Living World”.[/quote]
And hence it being a question to provoke creative brainstorming. We don’t believe in any problem being unsolvable.
Would in game polls affect the immersion for the player?
Thanks for you feedback,
Chris