I was looking at
the work of Flying Puppet. And enjoying it tremendously. Thinking
who cares about appealing to a mass audience, if you can touch a single person so profoundly?After a while, though, I started realizing that the free-form nature of these pieces, while totally acceptable to me, might not be an absolute necessity.
I'm very much opposed to the addictive qualities of certain videogames, but I do think their capacity to engage the audience for extended amounts of times is something to be admired. Of course, videogames engage their audience mostly through "cheap tricks" like empty challenges and linear narrative. But maybe those are not the only ways in which an interactive player can be engaged.
I tend to think that the player needs to do a bit of effort when interacting with non-linear media. He or she can't expect the game to do everything for him or her. But I'm not against finding ways that make things easier for the player, that seduce him or her deeper into the experience.
I'm especially interested in finding such "tricks" that do not exclude certain players by introducing a level of difficulty. I'm thinking seduction rather than challenge. But to really engage the player for an extended time, this seduction needs to be constant. Or continuously repeated.
It's not easy to avoid the carrot-on-a-stick system. And maybe we don't need to. The problem with rewards in games is that they are often fake rewards: as soon as you get the big gun that will make it easy to blast away your enemies, the game introduces new enemies that are harder to kill. But what if we actually
gave the carrot to the player? What if the game became a never-ending string of reward-upon-reward? Would we get sick of that?