Permissions

The boundaries of interface, contact, system, and mechanic. What the videogame allows, requires, and forbids.

A corporate hallway lined with filing cabinets and a yellow line guiding the path forward in The Stanley Parable: Ultra Deluxe
The Stanley Parable - What's allowed, what's required, what's forbidden, and what happens when you test the boundaries. Courtesy of Galactic Cafe
Practice - what you do

What Permissions Are

Permissions are the boundaries of the experience. They define what's allowed, what's required, and what's forbidden within the videogame's systems.

Every videogame has Permissions, whether the designers intended them or not. Some are explicit (you cannot go through this wall). Some are implicit (you would never think to try). Some are designed. Some are accidents. All of them shape the experience.

Three Types of Permissions

Allowed

What the videogame lets you do. The possibility space. Can you jump over any wall? Can you talk to that random NPC? Can you save your game anytime anywhere?

Required

What the videogame wants you to do. What are the demands for progression through the system of the videogame. Must you defeat the boss... Can you defeat the boss? Can you skip the cutscene? Is your playtime on a timer?

Forbidden

What the videogame refuses you from doing. The boundaries. Cannot harm the NPCs. Cannot skip the tutorial. Cannot return to the previous areas.

Discovering Permissions

We often don't know the Permissions preemptively. We discover them through play, through the 4 A's. It's like feeling in the dark.

The Action shows us what we can do. The Art signals what might be possible. The Arc reveals what's required to progress. The Atmosphere hints at what kind of experience this is. Through all of these, we come to understand the Permissions.

Sometimes we know the Permissions before playing: from genre conventions, from marketing, from other players. But even then, the specific boundaries are felt out through the Gesture itself.

Permissions and Meaning

Permissions carry meaning. What a videogame allows, requires, and forbids communicates values, priorities, and worldview.

A videogame that forbids killing communicates something different than one that requires it. A videogame that allows nonlinear exploration communicates something different than one that requires linear progression. These are not neutral technical decisions. They are statements.

Exercise

Pick a videogame. List:

  • 3 things the videogame allows (but doesn't require)
  • 3 things the videogame requires
  • 3 things the videogame forbids

For each: How did you discover this Permission? Through what Action, Art, Arc, or Atmosphere?


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