dclayh comments on Survey Results - Less Wrong
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I suspect that part of the problem is that we regularly work with designed systems that have a master plan that can be derived from a small amount of evidence.
I've been playing alot of portal and half life 2 lately. (first person shooters with heavy puzzle elements) and I wonder about how the level design is affecting my thought process.
I'm often in a room with a prominent exit and it is clear that that is the exit I'm supposed to take. When the way I came in is blocked I know that there is some other way to get out. When my computer controlled squad mates parrot 'which way do we go?' I think to myself 'What do you mean? It's obvious the level designer wants us to go this way."
I wonder if this will affect how I deal with real world puzzles where there are many paths that don't lead to defined goals, but also don't lead to a clear dead end.
I've noticed the same thing with Valve games particularly (esp. after playing through with the developer commentary): they just seem so perfectly designed to guide the player that it becomes a bit boring. I want a few moments of running around in frustration before realizing "Aha! That's what you want me to do! How non-obvious." (A bit more like the old text-based adventures, King's Quest series, etc., in other words.)
Yes! I start interpreting things I see in game as communication from the developers, rather than a universe to figure out. Which is fine in game, but I worry it's training me for magical thinking.
King's Quest style games solve some of this problem, probably because there's more 'noise'; Pointless things you can do, more places to wander.
Grand Theft Auto is even more open ended. Though I haven't played the recent incarnations much.