ABSTRACT

One very straightforward method of indirectly controlling the player is through computer-controlled characters in the game. One fascinating real-world example of indirect control in action can be seen in the men’s restrooms of Amsterdam’s Schiphol Airport. The most common and straightforward use of indirect control in game design is through goals. The wonderful thing about games and interactive experiences is the freedom that the player feels—this freedom gives the player the wonderful feeling of control and makes it easy for them to project their imaginations into the world game designers have created. With the new system, at the start of the game, when the players encounter ships on the open ocean, but then they would start to flee. Characters should fulfill their roles in the game world but, when possible, also serve as the many minions of the game designer, working toward the designer’s ultimate aim, which is to ensure an engaging experience for the player.