I played a couple of games on Quest yesterday, and something struck me.
The first game was a "you wake up with no memory of who you are, why you're there, etc." which is not uncommon, as it fits conceptually with the player coming into a game with no knowledge of anything, and so there is no disconnect between the player and the "in-game character".
The second game I played (which is a highly touted game on the Quest home page) is different. It has a back story, and you are playing the role of a specific character. You have run to a field where your brother has just (most likely) been killed. The text is full and rich, and you are immersed into this world that your in-game character is familiar with. And yet, despite the lengthy exposition, you still get at the end of it:
You can go southwest or north.
with no description whatsoever of what those directions mean. The player is left with this need to explore to get oriented and work out what is what.
That just struck me as wrong (at least initially) as, if your character has just run to the field, then he/she should know at least what *one* of the directions means. Why is the player forced to guess or otherwise be left in the dark? And that brought to the forefront the question of just how much knowledge should the player be given? And should that knowledge be coincident with the in-game character's knowledge, especially in a game where there is explicitly laid out backstory, where you've been dropped into the persona of an existing character.
After all, these games all use "you". You go north. You pick up objects. You push buttons and fall down stairwells and talk to characters. Should the player be given all the insight of the in-game character? I suppose that could come down to the game author's design - I'm sure there are some interesting games out there that make good use of that disconnect ("you" but not really "you") to mess with the player's mind. But that's a deliberate mind-f**k , a messing with conventions.
Or are there conventions?
Basically, what is an author's responsibility, in a standard game, to make the player truly immersed in the in-game character's mind?
I know there are no hard-and-fast rules. I'm just wondering what people think about it *generally*, from either an author or player point of view. What has been your approach, your philosophy?