I just wrote a post on my blog about the
keeping on the audience's good side in games and in art. I didn't delve too deeply into notgames in that post, but I certainly think it applies there as well. I concentrated in the post about how unreasonable challenges in games squandered the audience's goodwill; but I do not mean to imply that that is the only way in which a videogame can squander goodwill.
A notgame, though not bound to keep its challenges reasonable (as indeed it will have none), should still seek to respect the player's goodwill. In their
thoughts on Heavy Rain, Frictional Games mentions that determinism is essential to keeping the player in the feedback loop of immersion. I believe that this is essentially the same concept: if we want to convince the player to play our game, we need to make it as seemless for them as possible. If the consequences of their actions are unclear, it is squandering their goodwill to demand them to take action.
I think this also applies to my biggest complaint about
Dear Esther, namely the feeling that some of the story is locked up, away from the player and inaccessible except through incessant replays. While
Dear Esther attracts me with its atmospheric setting, excellent narration, and haunting score, it squanders my goodwill when it arbitrarily blocks off some of that narration every time I play the game.
I expect no small amount of resistance from this crowd; but I want to insist that I desire no amount of dumbing-down in the artistic quality of the output. Indeed, this idea of accessibility and goodwill seems to fit the notgames manifesto's decree of not making modern art.
Thoughts?