“Out of game” design

Summing up two articles I wrote about DooM 3 and its correlation with MMOGs:
http://www.cesspit.net/drupal/node/view/206
http://www.cesspit.net/drupal/node/view/219

Doom 3 starts to become extremely annoying NOT because the unexpected is expected. This is a side-effect. It becomes annoying because we know what the possibilities of the game are. We define better the shape of the box and we start to be able to look at it from the outside. A scene isn’t scary anymore because it happens in-text, but it’s scary because it *always* happens out-of-text.

Answering another message:

Yes, but what I did was about collecting all those points and summarize them under the same flaw:

– The design breaks the “suspension of disbelief” because it exploits artificial “out of game” design strategies.

What you wrote in those points is true and originated by the same flaw in the design stage: “out of game” design.

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