Half Life 2 Persuades You to Play it

Last article we discussed how persuasion tends to be used all at once for events. Most people can show the persuasion being used, but are also being persuaded by other things. Hence, a writers talks about attending a protest movement, and how it worked using the internet. She didn’t realize what else was convincing her of specific things, yet she mentioned them as if everyone would agree. The use of persuasion is best if it enters into the mind subconsciously.

I should have put a hat on that guard...
This works within games as well, the game maker specifically works to make you convinced about things without noticing it. I chose Half Life 2, because it does everything so well, and also because it loads into Garry’s Mod, which lets me move around a bit more to see other stuff.

Half Life 2 is all about making sure you have the right mind set at any given moment. To do this, they try subtle, and incredibly unsubtle ways of convincing you where to go, and what to think.

Looking down at the little people.
Social Proof is when you make it seem as if everyone agrees with a subject. Within Half Life 2, the setting creates social proof that something is wrong, and that you are special. The beginning shows a dystopia. There is one man who is equated with everything wrong with this world.

Giant monster? Check. Masked goons? Check
Around every corner, there are monsters, and guards with masks. We associate them all as evil. The masks are perfect, because there is no way to humanize them.

Along the way, you find citizens, who are all living in dingy houses, and trying to stay out of it. They are afraid, and waiting for someone to save them all.
But is it rent controlled?
Some of these citizens are losing hope.
I don’t really know how to say this, but as a showing of how evil the enemy is, this couple is killed by guards. I waited to see what the guards would do, and now I know. So, you totally associate evil -and thus have no problems killing- the guards. You also find yourself wanting to protect the citizens in this world. They respond to you, and even help you at times.

Reciprocity is where you feel a need to pay back for a kindness. The desire to help those who helped you is pushed for the average citizen, as well as the main characters in the game.

I just liked the view of this one.
The designers make sure that you Like the main characters. Every chance the game has, a shot of a main character, standing opposite of the villains will be shown.
No, no they aren't showing the villain looking away from the woman looking directly at you. There is no symbolism here.
Alyx Vance stands as the your partner in the game. She is introduced by saving your life, and then taking you to a super secret lab. She fights with you, and tells you tasks you need to do in the game, as well as the Episodes.
It's a secret lab, with easily viewable windows.
Isaac Kleiner is used as a comical scientist. They bring up how he worked in Half Life 1 with Gordon. They even brought back the voice actor for the random scientists you met. He also has a pet, which is one of the alien monsters. You also meet Barney, and Eli Vance.

The game constantly has you listening to the advice of these main characters. First they will show you what is going to happen. Then they tell you about it, and then finally they have you do it later in the game. They first show a small transporter in Kleiners lab, then transport Alyx, and then tell you to get into the device.
Doesn’t that look like something from Portal?

Consistency is used in several different ways within the game. The most noticeable is that when going from one level to the next, the area you are in will not look different. If you are walking near a ditch, the next level will be the ditch itself with the area you were just standing in around you. This makes the game feel like you are actually moving around in the world, instead of going between levels. I would show a picture, but honestly they would be pretty dull.

Hey look, something to smash, and its in my way!
The next big consistent thing is the weapons. Your very first weapon is a crowbar. You press the button, and the crowbar attacks anything directly in front of it. You need to figure out what it does, so boards are placed blocking your path. You swing and destroy them.

Every weapons you find will be a variation of that crowbar. The gun you find will work the same way, only hit something at a further distance. The mechanics are taught to you slowly, and are based on the previous weapons.
Also, red barrels explode.
When you need extra ammo, look for this symbol.
This Fraternity get together we're going to randomly place health packs and ammo for no reason.
This helps you find items you need, such as ammo, or health packs. The designers played the levels several times, and then found the most likely spots you would run out of ammo. Then a hidden spot would be made with a few of the needed items. A wall mounted healing station would stand right before a major combat point. The sign, and items used scarcity to push you forward, and also be thankful for the symbol itself.

The designers used the game world to push you forward, without letting on what was going on. In fact, the use of Authority could get very subtle. If you think of the times that Alyx, or another character did something with you, and then that turned out to be a key to moving forward, you are thinking of Authority. You should also think of the numbers on the bottom of your screen, and the crosshairs. They tell you things, and you believe them. If it says 14 health points, and the room is slightly red around you, the persuasion to hide, or run hits you.

Another exploded red barrel
There is also something that hits you at an instinctual level. It is the idea that if there is light, I should go in that direction. If you are attacking something, you also move toward it.
You will follow the lights, and action, and not realize you are being pulled along the level. Not only that, as levels continue, seeing an enemy makes you want to run around and fight, even when there doesn’t seem to be a good reason for it. As you are pulled along, it feels natural, and thus you are convinced to move.
Head toward the light.
Lights do the same thing. You are in a dark place, and a light moves you toward it. The game uses this use of light, and dark to tell you where to stand, what to avoid, and what direction to move. Once again, it becomes an instinct to do this, with no logical reason to follow. This authority is used constantly without you even realizing it. They use corners with lights, or open areas outside that invite you to continue. Because of this, you continually want to see what is next, or what you need to do now.

Half Life 2 does not persuade you to a real life cause. It persuades you to move forward, and continue playing the game. It uses Social Proof to convince you who is good, and who should die. You feel a desire to pay back those that help you in the game, be they a symbol, or a person. The main characters are likeable, and thus convince you to do as they say. Levels load up to look like the end part of the previous level. This consistency makes you believe the game is one giant world. Ammo supplies, and recharge areas are used right when you need more ammo or health. The use of colors, explosions, enemies, and even health bars tell you where to go, and what to do next with subtle authority.

As you play the game, you don’t realize how well the designers are pushing you along. They tug at you, make you want more, and thus to keep playing. If you have to work, or study, your mind will constantly go back to what happened, and what will happen next. The game persuades you to continue playing it. It seems that good game design, like special effects, are best done without you realizing it was there.

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