VR and the Magic Circle

The concept of the "Magic Circle" in gaming refers to the psychological space that players enter when they engage in a game. It's a boundary where the normal rules of reality end, and the new rules and norms of a game or narrative take over.

The Magic Circle is, at its core, a mutual agreement among players to respect the boundaries of play as real and important. This agreement is the magic itself, recognizing that adhering to the rules results in more fun for everyone, even if we lose some freedom of action as individuals. When we sit down to play chess, we agree to move the pieces in turn according to their allowed paths. I could, if I wanted, start whipping the game pieces at your forehead. But then we wouldn’t be playing chess. So the agreement is key. In traditional video games, this agreement can be forced in some ways through mechanics that prevent players from acting in ways that would spoil the game (like keeping players out of an action zone until play begins, or turning off the ability to hit team members in a multiplayer shootout).

However, in open-world VR experiences (at least the ones I build), freedom of action is a major source of the fun. So, enforcing this agreement through restrictive mechanics becomes less desirable. But, players confused as to what to do, and not invested in the reality of the game, usually turn to trolling. How then to get players to voluntarily submit to the requirements of play? This is where paying attention to the experience of crossing the threshold into the Magic Circle becomes so important. By “crossing the threshold” I mean creating an introductory span of time where players physically and emotionally transition into the game and their roles. 

This process can be subtle. For example, in Wild Wild Quest, players have the option of taking on the role of sheriff and get certain powers if they do. The role is not simply assigned. Nor can players elect to be sheriff at the push of a button. A player must go to the jailhouse, pluck the sheriff’s hat off the rack and place it on their heads. We all know, intuitively, what putting on this hat means, and the physical act of placing it on your head helps cement the journey across the threshold (go-go mirror neurons!). Physical transitions like this, even if cumbersome, are far more effective for getting players into the proper roles than more “efficient” mechanisms. Setting up chess pieces or lacing up sneakers before a run isn’t efficient either. But it can be necessary preparation to get you ready for the activity, and into the correct headspace.

This presents a unique challenge in VR game design - how to create immersive, engaging worlds that players can seamlessly transition into, without feeling out of place or overwhelmed, and in which they immediately understand the best way to have fun. Unsurprisingly, the threshold is easier to cross in simpler, relatable worlds with understood roles. I may not be sure of what to do as a laser-welding space pirate; but I know exactly how to behave (and misbehave) in a virtual classroom or in a wild west saloon.

What else can help players cross the threshold into the Magic Circle? Role-plays with overt conflict between roles tend to be more engaging to players, since the competition is baked in. Open-ended game objectives, where participants decide the objectives they pursue, seem to elicit more engagement as well. It’s a balance. The worldbuilder must create a structure that guides gameplay, while also allowing enough flexibility for players to explore, create, and engage on their own terms.

As we continue to explore the possibilities of VR and other immersive technologies, the Magic Circle will continue to be a crucial concept, which can guide creators in crafting experiences that are not just fun, but meaningful. Like VR itself, crossing the Magic Circle is about losing yourself in a different world. The journey there lets you prepare; it lets you know that you're different here. And that's okay! Because if you can enter the Magic Circle, you can also come back from it safe and (perhaps) changed. 

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