Method

Checking In on the Player’s Well-Being

Holding space for non-player characters (NPCs) who are having a hard time is often a key role for the player to take on in roleplaying games (RPGs). Games like Undertale have beautifully modeled this through “bullet-hell” mechanics that simulate the player character’s struggle to endure the cruel remarks of an NPC in turmoil. By “hearing them out” through these attacks, the player is able to help the NPC reach catharsis. 

While games have historically focused on how the player can be there for NPCs and roleplay being a carer, they often neglect the opportunity for NPCs (and the game) to play the role of a carer in return. This is in spite of the fact that games serve as a means of rest, escape, and support for a good portion of their players.

Here are several ways that NPCs, and the game itself, can directly check in on players’ well-being.

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big idea Introduction to Well-Being in Gaming

Well-being is a key to helping our communities thrive and taking care of ourselves while doing so.

Modeling kindness and consent

Games can model kindness and consent “in-character” through the words and actions of NPCs as well as through tools given to the player:

  • Ask for consent — Before diving into a difficult and potentially triggering topic, NPCs ask the player if they’re willing to engage in such a conversation, respecting their choice if the answer is No.
  • Thank them for stating boundaries — Whether a player says yes or no, the NPC thanks the player for communicating their boundaries, or for being open to holding space for them.
  • Let the player opt out — Give the player an option to leave any dialogue, even one that they initially agreed to. 
  • Avoid “softlocking” — Allow the player to progress in the game without forcing them to engage in specific dialogues. Players may not want to have that particular conversation at that time — they might be speed running, playing through for a second time, not up for it mentally, or having a hard time with other aspects of the game during a particular scenario.

We have the opportunity as developers to normalize these actions by narrativizing them, having an NPC respond to the player’s haste or rejection, offering a short quip as they run past, etc. 

A conversation in Glitchhikers
A hitchhiker warns the player that the conversation they wish to have may be dark or uncomfortable, and asks consent to engage. Image: Glitchhikers: The Spaces Between, Silverstring Media. Image courtesy of Silverstring Media.

While Glitchhikers: The Spaces Between features conversations that ask the player to hold space for NPCs, and sometimes those NPCs will ask players to push beyond their own discomfort for the benefit of the NPCs in crisis, the NPCs also model kindness, openness, and a respect for player boundaries at key moments and during difficult conversations. 

Several NPC conversations first ask if it’s okay to talk about their dark thoughts and then thank the player for holding space once that difficult conversation is over (also signaling to the player that they are safe to readjust their expectations once more). Players can also end any conversation by pressing the Esc key and then confirming that they want to leave the conversation. When they do, the NPC similarly thanks the player for stating their boundary, offers a parting bit of dialogue that contextualizes their departure (e.g., “Oh, yeah, no problem. Take in the sights while you’re here.”), and then leaves. 

That’s one of the power fantasies in Glitchhikers: You can tell “randos” to go away and they’ll do just that.

(See Holding Space in Glitchhikers: The Spaces Between for a more thorough exploration of this.)

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Nighttime scene in Glitchhikers: The Spaces Between
example

Holding Space in Glitchhikers: The Spaces Between

Glitchhikers: The Spaces Between was designed from the ground up as an exploration of holding space for players to reflect.

Direct check-in

There are times that you want to go further, or when you might want your game to intervene with a player who may be in crisis. For this, consider ways that the game can more directly “check-in” with the player.

This often goes beyond the usual NPC / character interactions and “breaks the fourth wall” to speak to the player directly.

Examples:

  • EarthBound After playing for a couple hours, the protagonist will get a phone call from their dad, who suggests that the protagonist (and by implication the player) might need to take a break.
Your dad checking in on you in EarthBound
Player receiving a phone call from their dad in EarthBound. Image courtesy of TIGG.
  • Baldur’s Gate 2Like many games, Baldur’s Gate 2 puts tips for the players to read on loading screens. One such screen is a check-in of sorts, reading “While your character does not have to eat, remember that YOU do. We don’t want to lose any dedicated players.”
Tips on the loading screen of Baldur's Gate 2
A reminder to eat in Baldur’s Gate 2. Image courtesy of TIGG.

Glitchhikers: The Spaces Between After difficult conversations, or at the player’s choosing, the Clerk NPC may initiate a check-in conversation. If the player indicates that they aren’t feeling well at the moment, the Clerk will commiserate, but also start following a basic self-care flowchart — asking the player, “Have you hydrated lately?” and then going through the checklist of usual issues: “Have you taken your meds?”, “When was the last time you’ve eaten?”, etc. This kind of interactive flowchart can also be seen in twine games like You Feel Like Shit.

Clerk checking on a player in Glitchhikers
The Clerk checks in with the player in Glitchhikers: The Spaces Between, Silverstring Media. Image courtesy of Silverstring Media.

These sorts of check-ins could also be deployed to players that are wrapping up after a big losing streak, who have just reported a player, or perhaps even to players who have been reported. Having a simple system in place that is aware of how much time is passing, or having a character who can help remind players to take their meds, stretch, and hydrate, can go a long way to fostering digital thriving.

Using and protecting the magic circle

Savvy use and understanding of your game’s “magic circle” can assist in these efforts to check-in. If developers devise a secondary magic circle within their game, and they place check-in efforts there, it will both intensify the check-in while also protecting the main flow of the game. 

In Rules of Play, Katie Salen and Eric Zimmerman define the magic circle thusly:

“In a very basic sense, the magic circle of a game is where the game takes place. To play a game means entering into a magic circle, or creating it as the game begins.”

In other words, it is the space in which the normal rules and reality of the world are suspended and replaced by the artificial reality of a game world.

Developers may call attention to, aestheticize, temporarily break, or do all sorts of other things to the magic circle, but it’s all ultimately in service of strengthening it and enriching the experience of the game.

If you compartmentalize the moments where you hold space for or check in with a player away from the core flow of your game (i.e., create a secondary magic circle) it will make those moments feel more potent, and it will also protect the rest of your game from players who might feel a need to reject those moments. It makes the boundary between core game and “check-in” that much clearer, helping players manage their expectations and preparedness. When designed diegetically (but clearly), it also allows for better, more organic ways to manage consent.

For example, if you catch a player at a bad time with an attempted check-in, they should be able to leave that secondary magic circle without dispelling the connection they have with the main game.

Recap

  • Model consent — Use characters and conversations in the game to model the behavior you want to encourage and ensure the player is opting into the experience at every level.
  • Check in directly — Whether in-character or through more direct overtures, check in directly with players, especially after potentially difficult moments.
  • Create a secondary magic circle — Be clear in the boundaries between the core gameplay and the moments of consent or checking in to help players manage their expectations and engage only to the extent that they desire.

Now what?

Continue exploring with the related content below!

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