EP 1.6: The Next Steps
Earlier I mentioned that this book will discuss three “effects” that arise in the relationship between system operations, surface presentation, and audience experience. These will serve as the major waypoints for the remainder of this volume. The first — “the Eliza effect” — is the well-known phenomenon in which audience expectations allow a digital media system to appear much more complex on its surface than is supported by its underlying structure. However, I will consider what most authors have ignored: during playful interaction with the simulated therapist for which the Eliza effect is named, the illusion breaks down rapidly. One alternative to breakdown, with a system of this sort, is to severely restrict interaction. Another is that pursued by many modern games: never building up the Eliza illusion, and instead clearly representing the operations of a simple system on the work’s surface. But these simple systems prove too limited for the fictional experiences games seek to make available to their players, resulting in breakdowns of a different type. This leaves only one option for those seeking to create ambitious playable fictions: more developed system models of story and character. (more...)