A version of this article first appeared in the April 2009 issue of Game Developer magazine.
In the late eighties, the sitcom Cheers dominated the ratings. Set in a pub in Boston, the antics of Sam Malone and his everpresent cadre of barflies never failed to provide belly laughs. The writers of the sitcom pointed out that the bar itself brought a lot to the show. The very nature of the setting meant that new characters and stories could stumble into the front door and into the lives of the Cheers faithful. The comedic ground was fertile, and Cheers had a long and distinguished run.
By comparison, the recent Fox hit Prison Break was very confined in where it could go. Set in an Illinois prison, the first season involved the protagonists plotting their escape from prison. Despite generally good reviews, water cooler talk was skeptical. Could they really stretch out a prison break for 22 episodes? What would the next season be about? And the one after that? Fox gamely managed to keep things going, but ultimately ran out of space to run. It was recently announced that this season, the fourth, would be the show’s last.
The writers of Prison Break were boxed in. The inherent nature of the show limited where they could go, and what they could do with the show. The ending of the series arc was somewhat predetermined, and therefore all of the interest was in the journey to that end. What’s more, the closed nature of the prison setting limited to some degree the introduction of new characters. They had very fertile ground to explore, but that ground was very finite. Subsequent seasons (with the prisoners on the lam, or in a prison in Panama) felt forced. In game design terms, their design space was limited. Continue reading
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