Game Development Reference
In-Depth Information
• People: Not always in the same place, some people give directions, some have
useful information, others don't, some are quite helpful others are very rude.
• Objects: To buy, that we fi nd at home, that might be useful later, that are just
distractions.
• Doors, lights, shop fronts, landmarks can lead the player toward major attrac-
tors, which are the source of conversations, etc.
And all these are often associated with the red A. In fact, the strongest attractors in
Shenmue are complex attractors where an attractor of the kind just listed is juxta-
posed with a red A; there is always a strong element of mystery or fear or desire
associated with these.
In a game such as Shenmue we would expect a range of connectors to help us
stay focused, remind us of what our principal intention currently is, remind us what
objects we currently possess, and so on. Shenmue is no exception. There is a clock
that is always in the bottom right of the screen and shows Shenmue time— part of
the “Time Control” system lorded on the back of the box. We often have to meet
people at particular times and Ryo has to return home at a sensible time each night.
Remember, he is a dutiful grandson. The clock is very useful. Shenmue time has
some interesting characteristics, but more on that later.
We can always open Ryo's notebook when in adventure mode and this lists
clues we have discovered, phone numbers and addresses, questions we need to ask,
appointments we need to keep, and so on. This comes in very handy; a great con-
nector. Ryo also has a rucksack where he keeps a whole bunch of stuff he has col-
lected or bought in the local shops; a typical adventure connector.
Another useful connector is the moped which Ryo can use to get around town
faster and which also gives us another example of genre-switching, to driver this
time. This saves time and keeps current intentions fresh in the mind. Otherwise we
would have a lot of running around to do. Later on Ryo has to get the bus to the
docks. Public transport is supposed to make connections, after all. Apart from these
major connectors there are also the more usual ones of streets and pavements, shops,
and other landmarks that guide and help us around town.
Let's move on to rewards. We already mentioned these when we discussed the
“opening door” sequence. Rewards result from the perceivable consequences of
trying to satisfy our intentions. In Shenmue they can be:
• The mental information you possess,
• Space,
• Your personal inventory,
• Conversations giving clues to help solve the mystery,
• Quickly learning that some people are more helpful than others,
• Learning that what people say to you depends on what you already know and
who you have already spoken to, and
• Not just information for the main tasks but characterization (of different
people), rejection, and friendship.
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