The Too Much Information
Rule - Does It Exist for RPGs?
A Feature by Mike Willis
Have you ever had a conversation with a friend where in the middle of
it they let on some details that you really didn't want to
know? It's times like these when we shake our heads and say,
"Too much information, thanks."
Now let's change the scenario just a little. Have you ever
had a text box pop up in a video game that brought up some crucial
information in such a heavy-handed way that you ended up feeling like
you really didn't want to know it, or at least be told it in this
fashion? It's times like these when we shake our heads and
say, "Does the developer really think I'm incompetent? I
would've rather figured this out on my own, thanks."
This article will be discussing the giving of information in an RPG and
the often tenuous balance of letting the player discover things on
their own vs. leaving them feeling clueless as to how to make
progress. This is a deceptively difficult question, but
before we begin, let us be clear on our definitions. In this
article I will be using the term RPG to mean classic, menu-based RPGs
of the kind that the OHR was chiefly designed to support.
Some of the following discussion may be applicable to other types of
games as well, but such considerations shall be bypassed
completely. In addition, it will be assumed throughout the
article that all 'information' under consideration has, in the author's
mind, potential to be mysterious. It is pointless to discuss
when to make vague item descriptions for medical herbs that the author
considers 'common knowledge' in the game world. However, the
mysterious elixir found deep in the forest, never tasted by mortal
lips... now that may necessitate a bit more thought...
I: METHODS OF GIVING INFORMATION
Before deciding what's too much or too little, it may be helpful to
think about how, exactly, information is given to players. On
a very broad level, it might be best to distinguish between two types
of communication:
textual and
non-textual. Textual sources of information are
fairly easy to understand. There's 'in-game' text, like
messages from NPCs, or numbers indicating the damage of an
attack. There's also 'meta-game' text, for lack of a better
word. By this I mean text within the game but 'outside' of
the live game world, like item-descriptions. And then there's
the oft-forgotten 'out-of-game' text, the manual.
Non-textual information can mean many different things. To
clarify the concept, let us use graphics as an example. On
the simplest level, a graphic easily distinguishable as a wall tells
the player that he or she cannot walk there. This is a very
'direct' form of non-textual communication. On the other
hand, an odd looking spot on a wall, or a crack, may tell a player that
they should at least get up to it for a closer look (ie, a click of the
space bar). The result may be textual giving of information,
but the odd wall-graphic was an 'indirect' form of non-textual
communication. Other examples might include the coloring of
an enemy indicating a possible weakness, or the sound effect of a
floorboard creaking when a player steps on a certain tile.
Using all of these methods in some kind of balance is a subject that
could very well be an article unto itself, and we will not elaborate
further on the various methods of giving information. Instead
we will focus on how much information to give, and when. Our
goal will be to have a somewhat systematic approach to making this
choice.
II: CRITERIA FOR DECIDING HOW MUCH INFORMATION TO GIVE
Suppose, as the game author, we know a specific piece of information
such as one of the following:
-the stairs on the right lead to a dead end
-this fire attack occasionally causes the target's attack power to go
down as well
-it's not a good idea to use magic against this enemy
-the player needs to go to the cave in the south to progress the main
storyline at the moment
-the player can go to the cave in the west anytime, where there is a
very powerful piece of equipment
Which of these should be made clear to the player, and which should be
left to him to discover on his own? How should the answer to
this question be decided? That is the kernel of our problem,
and while the answer certainly depends on many things, among which
personal taste will certainly be included, still I feel that there are
three main criteria that we should always consider regardless of the
singular situation or our personal taste. These are:
1. Reward for Knowledge
2. Punishment for Ignorance
3. Chances to Use/Learn
To aid with the explanation of these three criteria, I will be using
the following visual scale:
(important to tell clearly)<------0------>(let them
figure it out)
Imagine the scale above as a number line, with larger positive numbers
indicating that the information should remain obscure to the player,
whereas larger negative numbers indicate the importance of telling the
information to the player clearly and directly right away. A
value near zero would indicate that personal preference can be used
freely. If we can assign a relative number (positive or
negative, according to their definitions above) to each criterion for a
given piece of information, we can sum our three values to see more
clearly how much information we want to give to the player.
To do that, we should examine each criterion more closely.
II.1: REWARD FOR KNOWLEDGE
Scale:
(little to no effect on game)0-------->(game breaking reward)
By reward for knowledge, I mean the effect on the game that the
knowledge of the information can achieve for the player. The
scale above is meant to indicate that if the reward for info is
minimal, this criterion can be assigned a value near or possibly equal
to zero. The stronger the reward, the larger the positive
value that should be assigned to it. A game breaking reward,
such as equipment that vastly increases some various stats, would be
assigned a very large positive value. Rewards in this sense
should not be assigned negative values, as no positive reward should
attach weight to the need to tell a player about some piece of
information.
II.2: PUNISHMENT FOR IGNORANCE
Scale:
(death or irreversible harm)<--------0(little to no effect on
game)
By punishment for ignorance, I mean the effect on the game that the
lack of knowledge of the information can achieve against the
player. Similarly to the rewards scale, a minimal punishment
can be assigned a value near zero. Then the harsher the
punishment, the larger the negative value that should be assigned to
it. Death, or something irrevesible like the permanent loss
of a powerful item or skill, would be assigned a very large negative
value. Punishment in this sense should not be assigned
positive values, as no negative punishment should attach weight to the
need to hide information from a player.
II.3: CHANCES TO USE/LEARN
Scale:
(used only once)<----0------------->(used throughout the
game)
By chances to use/learn, I mean a judgement on how often the knowledge
(or ignorance) of the information will have an effect on the
player. If a piece of information is only relevant at one
point in the game, it would be right to assign a negative number to
this criterion, perhaps only a small one, as this means that the player
has, in some sense, only one chance to get something right (although
this fact alone should not be 'negative' enough to outweigh a strong
reward if the punishment for ignorance is negligible). The
more chances, so to speak, that the player has to use and/or learn the
given information, the more positive the value that should be assigned
to this criterion. Certainly if a player will have many
chances to learn something, there is less reason to make it clear to
them right away, unless the punishment for ignorance is very large.
III: EXAMPLES USING THE CRITERIA
To get a feeling for using this system, let us examine a simple, fairly
trivial example from above. Suppose that, as the game author,
we know that the stairs on the right in a given map lead to a dead
end. Should this be made obvious to the player in some
way? (HOW to make it obvious is another subject altogether;
perhaps a signpost that explains that the right staircase leads to the
barracks, while the left staircase leads to the upper tower where the
player wants to go...?) Let us try using our criteria:
1.Reward for Knowledge - The reward would be progress in the correct
direction. Only a small bit of progress perhaps, so no
serious effect on gameplay. In my estimation, this would be a
small positive value, maybe +2 if I was forced to quantify it:
(little to no effect on game)0-(+2)------>(game breaking reward)
2.Punishment for Ignorance - The punishment for ignorance, strictly
speaking, would have to be guessing which way to go. This
gives a 50-50 chance of going the wrong way. If the dead-end
is very far away this could be seen as bad, but certainly not severe
enough to warrant a large negative value. I would personally
call this -1:
(death or irreversible harm)<------(-1)-0(little to no effect on
game)
3.Chances to Use/Learn - This is a strange question to ask for
information like this. On the one hand, the info is only used
in one place, but one could argue that the player has as many chances
as he likes to learn it (if he can easily return to the hallway between
the two staircases). This leans me towards assigning a small
positive value, perhaps another +2:
(used only once)<----0-(+2)---------->(used throughout
the game)
Summing up our values, we arrive at +2-1+2= +3, which seems to me to
indicate that it doesn't really matter that much, but we might as well
let the player figure it out themselves, which seems to match up with
the triviality of the example:
(important to tell clearly)<------0-(+3)--->(let them
figure it out)
On the other hand, let us examine an extreme example.
Suppose, as above, that we know that there is a cave to the west that
the player can visit any time, and that there is a very strong piece of
equipment there. How important is it to tell the player?
1.Reward for Knowledge - The value here would depend on how strong
"very strong" means. For the sake of argument, lets suppose
that this equipment involves a sword that can mow down giant
Terminator-style robots in two hits. Seems pretty serious to
me. How about a +10?
(little to no effect on game)0-------(+10)->(game breaking reward)
2.Punishment for Ignorance - This would depend on just how devastating
the Terminators are without the equipment. Probably pretty
devastating, but not certain death. After all, John Conner's
parents managed to destroy one, and they didn't have any cool equipment
at all. Plus, even without knowing anything about the cave,
there's a chance the player will explore the cave entirely on his
own. Maybe a -5, or even -6.
(death or irreversible harm)<---(-6)-----0(little to no effect
on game)
3.Chances to Use/Learn - This criterion always seems to have several
sides to it, but here I think it's safe to say that, unless there's
only one Terminator hanging around, knowing where the equipment is will
be relevant for a while. Even more importantly, since the
player can go to the cave at any time, he has many chances to learn,
and so I feel comfortable assigning a high positive value such as +10.
(used only once)<----0--------(+10)--->(used throughout
the game)
This totals to +10-6+10= +14, which would indicate that there's
probably very little reason to make it clear to the player what's over
in that cave if we want exploration to be a factor in our game:
(important to tell clearly)<---------0--------(+16)->(let
them figure it out)
It is interesting to note what changes in a scenario can mean for our
analysis. Suppose that the Terminators are nearly
indestructible without the equipment. A much higher negative
value for the punishment (and we are talking about death, so it may
demand something like -20, for example) could turn the whole thing
around and make it important to tell the player more.
A smaller variation on the higher negative value would be if the cave
were very well hidden. Then the chance of the player
exploring the cave on their own diminishes, and this would bump up the
negative 'punishment' value. This, in conjunction with a
somewhat weaker reward, could be enough to move the sum into the gray
area near zero.
On the other hand, if we keep the punishment at -6 (pain, but bearable)
and instead decree that the cave is only open for one small period of
time, the Chances to Learn takes a turn into the negative (say -5) and
we would get a very small negative total (+10-6-5= -1), which would
indicate the need to give some small direction perhaps, but not much
seeing as the player does not really NEED the equipment (manageable
punishment), and finding it would really make certain battles much much
easier (very great reward). But if the player misses it, they
may never get a chance to see it, so it would be nice to tell them
something small about it.
IV: REMARKS ON THE CRITERIA AND THE SYSTEM
All three criteria discussed above are certainly open to
interpretation, but there are some general guidelines that can be
helpful when trying to judge the giving of information in this
way. One is being sure to distinguish between the information
itself and its rewards (or punishments for ignorance). Using
an above example, the ignorance of the dead end to the right is not the
same thing as actually going right. Thus, the punishment for
ignorance was only a 50-50 chance of going the wrong way.
Similarly, the knowledge of the equipment in the cave to the west is
not the same as getting the equipment. If the equipment is
still very difficult to obtain in the cave, then the reward for knowing
where it is can rightfully be assigned a smaller positive
value. This was not discussed above.
Thinking in this way ensures that we consider the chances of the player
achieving the end effect 'randomly' despite his ignorance, or still
being challenged for the reward despite his knowledge.
Another good illustration of this thinking involves two of the other
examples mentioned earlier:
-this fire attack occasionally causes the target's attack power to go
down as well
-it's not a good idea to use magic against this enemy
The first piece of information is helpful to know certainly, but by
itself it does not directly indicate when it might be a good idea to
use the fire attack. I would assign a fairly small positive
reward value to this piece of info. The second example, on
the other hand, gives a much more direct reward, probably leading
directly to the defeat of the given enemy. This would garner
a stronger positive value for the reward criterion. This
seems to fall in line with a rather natural mindset: the effects of a
player's abilities are usually communicated clearly, but enemy
strengths/weaknesses should usually remain somewhat more obscure.
Another general guideline is to beware of information with a large
variation amongst the three criteria. What I mean is that if
we have a piece of information with both a very strong, almost
game breaking reward (large positive value) and a very severe, almost
game breaking punishment (large negative value), we should
think very carefully about whether this thing (a very strong, very
necessary, weapon for example) is a good idea at all. Such a
thing begs to be both a secret and a clear necessity, but it can't be
both. As a secret, it could be very frustrating for the
player, whereas being clear it can make for simplistic and transparent
gameplay, where the player has very little to think about. In
RPGs, where tactics and thought typically outweigh physical challenges
like reaction time and finger dexterity, this is usually not a
desirable choice for the author to have to make, and usually means that
the 'thing' under consideration should probably be refashioned so that
either its rewards are not so high, or the punishment for its lack
should not be so harsh.
Following along these lines of thought, we notice that it may be most
helpful to consider these three criteria in the creation of ideas for a
game, rather than using them afterwards as judges of how to communicate
the ideas. Thus when trying to think of a side-quest, say,
that we want to be somewhat secret to the player (we want the challenge
to lie in discovering the quest), we consider the criteria above and
lean towards a sidequest with a very helpful reward, but one that is
not very necessary to survival. If we want the side-quests to
be more obvious (perhaps we want the challenge to come from the
performance of the quest, rather than in figuring out what to do), it
may be better to tone down the strength of the rewards a bit, while
making them a bit more necessary (the extreme of this would be
something like a story-related item that only serves to progress the
plot).
Finally, when we consider the third criterion, we see that if we want
to have things for the player to figure out by themselves, we ought to
make them relevant throughout the game inasmuch as we can. In
terms of knowledge of quests, this means having sidequests that are
open at any time, such as a hidden cave in a place that the player will
visit throughout the game. In terms of knowledge of battle
tactics, this could mean having the same enemies (with the same
weaknesses) repeat throughout a game, but this is usually somewhat
incompatible with RPG stat growth. Instead, it is more
helpful to think of patterns for the player to recognize among his
enemies. Some may feel intuitively obvious, such as icy
creatures being weak to fire. But it can be more exciting for
the player to discover hidden patterns, like having all enemies made of
liquid or gas especially susceptible to 'slow-down' magic, which can be
described to the player as "slows circulation and airflow in the
target, lowering reaction speed" or something that seems to make sense
with affecting liquid and gas more. This is where the
imagination must take over, and ideas for hidden (yet consistent)
patterns can be searched for. Not just among enemies, but
perhaps in map designs (all enemy towers conclude at the top is a
common pattern that players usually take advantage of - they
instinctively look for stairs upward rather than downward - what other
map-based patterns could there be?), NPC conversations (perhaps certain
NPCs aid the player more if they respond to questions in certain ways,
and this is consistent throughout various towns...?), and possibly many
others.
The search for patterns with which to challenge the player's thinking
is a subject entirely of its own, and we shall not inquire further
here. Instead let us conclude with the reminder that, as in
all aspects of game design, playtesting is key. But
playtesting to judge the effectiveness of the clarity or secrecy of
hints is not easy for the author alone, and this is one area where
outside playtesters will certainly be needed. Nevertheless,
the author can (and should) playtest regarding the three criteria
mentioned above. How rewarding is the information
itself? How punishing is the ignorance? How
relevant is the information throughout the game? Think of
these things when creating your gameworld, and continue to think about
them while playtesting your game, and you should be well on your way
towards balancing the giving of information in your game.