IxD Play 04: A THING CALLED GAME

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IxD Play's fourth lecture. This covers the fundamentals of game design, looking at different definitions from various play theorists and then breaking down common psychological techniques in the game design toolbox.

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IXD P

LAY

04:

A THIN

G CALL

ED G

AME

F I ND

I NG

TH

E M

OS

T F

UN

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RU

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L AY

04

I X D P L AY CH E L S E A H OW E

TODAY’S COMPANION MATERIALS

G A M E E X P E R I E N C E S

Flow –

• http://interactive.usc.edu/projects/cloud/flowing/

Passage –

• http://hcsoftware.sourceforge.net/passage/

Don’t Shoot The Puppy –

• http://www.rrrrthats5rs.com/games/dont-shoot-the-puppy/

Asphyx –

• http://dl.droqbox.com/asphyx/

R E A D I N G S & O T H E R M E D I A

Flourish, Martin Seligman–

• http://www.authentichappiness

.sas.upenn.edu/newsletter.aspx?

id=1533

Jane McGonigal –

• http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html

2

WHAT

IS A

GAME?

TH

E C

HA

RA

CT

ER

I ST

I CS

OF

PL

AY

- I ND

UC

I NG

EX

PE

RI E

NC

ES

I X D P L AY C H E L S E A H O W E

3

“The voluntary attempt to overcome unnecessary obstacles”

- Bernard Suits

“A series of interesting decisions”

- Sid Meier

A vehicle for learning

- Raph Koster

WHAT IS A GAME?

I X D P L AY C H E L S E A H O W E

4

“The voluntary attempt to overcome unnecessary obstacles”

- Bernard Suits

• The moment we are told to play a game, it is no longer a game. It becomes an obligation.• I must choose to participate.• I must be self-motivated to play.• Intrinsic – I want to play for playing’s sake

INTRINSIC V EXTRINSIC

I X D P L AY C H E L S E A H O W E

5

“The voluntary attempt to overcome unnecessary obstacles”

- Bernard Suits

• In game challenge != real life challenge• Safety• Step removed• No survival instinct

THE MAGIC CIRCLE

I X D P L AY C H E L S E A H O W E

6

“A series of interesting decisions”- Sid Meier

Decision: I have multiple options on how to proceed. I have an opportunity for self expression.

Interesting: The way I proceed will have an impact later. There is a sense of causality that I can control. I feel powerful.

CHOICE & CONSEQUENCE

I X D P L AY C H E L S E A H O W E

7

A vehicle for learning- Raph Koster

Play: purest form of learning

Play: discovering rules of a system- possible actions, reactions, combinations, and meaning

Teaching vs enabling discovery

Sneaky Education (Tangential Learning)

SYSTEMS DISCOVERY

I X D P L AY C H E L S E A H O W E

8

WHY

DO WE

LOVE

GAMES?

TH

E P

SY C

HO

L OG

Y B

EH

I ND

EN

GA

GE

ME

NT

POSITIVE EMOTIONSENGAGEMENTRELATIONSHIPSMEANINGACCOMPLISHMENT

They enable us to feel, flow and connect

Martin Seilgman’s“PERMA”

experience framework

EXPERIENTIAL BLISS:WHY WE LOVE TO PLAY GAMES

I X D P L AY C H E L S E A H O W E

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Constant FeedbackClear GoalsChallengeAgencyAffect

EXPERIENTIAL BLISS:WHY WE LOVE TO PLAY GAMES

I X D P L AY C H E L S E A H O W E

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• Reward (& punishment)• Progress indicators

I know where I am, where I’m going, what I’m doing right, and what I’m doing wrong.

CONSTANT FEEDBACK:ACTION, REACTION, REWARD & PUNISHMENT

I X D P L AY C H E L S E A H O W E

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Aesthetic Reward

AnimationSFXParticle EffectAsset changeStatus change

Functional Reward

Stat bonusesNew mechanicNew areaNew itemCurrency

CONSTANT FEEDBACK:A SAMPLING OF REWARDS IN GAMES

I X D P L AY C H E L S E A H O W E

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An intermittent or partial schedule of reinforcement, with variable or random amounts of reinforcement

given in a random way, produces the strongest results. One fish after every behavior is boring and

predictable, so instead, trainers vary frequency, size and type of reinforcer. Sometimes trainers surprise the

dolphins with “Jackpots”—handfuls of fish. Your attention level stays higher if you never know

when you might hit the jackpot.

CONSTANT FEEDBACK:OPTIMAL REWARD SCHEDULES FROM OPERANT CONDITIONING

I X D P L AY C H E L S E A H O W E

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Terminal Goals

Intermediate Goals

Immediate Goals

TIME

CLEAR GOALS:NEAR, MID, AND LONG TERM OBJECTIVES

I X D P L AY C H E L S E A H O W E

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• I am fully engaged• All of my attention is on the experience• The game is testing my abilities

CHALLENGE:PUSHING PLAYERS TO THEIR FULL POTENTIAL

I X D P L AY C H E L S E A H O W E

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FRUSTRATION

BOREDOM

MY SKILL LEVEL

GA

ME’S

C

HA

LLEN

GE FLOW

CHALLENGE:THE IMPORTANCE OF FLOW FOR ENGAGEMENT

I X D P L AY C H E L S E A H O W E

17

MY SKILL LEVEL

GA

ME’S

C

HA

LLEN

GE

CHALLENGE:USING FLOW FOR OPTIMAL DIFFICULTY CURVES

I X D P L AY C H E L S E A H O W E

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• I can make a difference• I can improve• I can work until I succeed• I can change the world

AGENCY:A GAME’S CAPACITY TO MAKE PLAYERS FEEL IN CONTROL

I X D P L AY C H E L S E A H O W E

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• Surprise, delight vs inconsistency, frustration• Randomness needs to be contained within consistent

mechanics• Cause and effect should always be clear• “I beat a boss and get an item” – but the item is

random• Vs “I beat a boss and… get teleported to a new

world? Get an item? Level up?”

I X D P L AY C H E L S E A H O W E

20

AGENCY:THE EFFECT OF RANDOMNESS ON PLAYER AGENCY

• To be someone else• To explore a new world• To live a different life• To feel something beautiful• To be part of a story

Escapism, empathy

AFFECT:A GAME’S ABILITY TO EVOKE EMOTION AND FEELING

I X D P L AY C H E L S E A H O W E

21

GAME TO

OLS &

VER

BS

TH

I NG

S W

E’ R

E H

AR

D- W

I RE

D T

O L

OV

E A

ND

HO

W T

O R

EA

LI Z

E T

HE

M

“Cleaning compulsion”Scott McCloud

The brain strives for order, consistency, completeness.

It wants to make sense of the world.

COHERENCE INSTINCT:THE DESIRE FOR PATTERN, LOGIC, AND HARMONY

I X D P L AY C H E L S E A H O W E

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• Learning optimal paths• Creating strategies• Manual dexterity/input expertise• Knowledgebase• High score• Complete traversal• End game• Incremental Mastery

1 2 3

MASTERY:THE SATISFACTION OF COMPREHENSIVE KNOWLEDGE OR SKILL

I X D P L AY C H E L S E A H O W E

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• Who am I? Who do I want to be?• Customization

– Aesthetics• Avatar• UI

– Mechanics• Stats• Abilities• Areas of interest

• User Generated Content

SELF-EXPRESSION:TESTING OUT WHO WE ARE, WHAT WE LOVE, HOW WE THINK

I X D P L AY C H E L S E A H O W E

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• Universal “Golden mechanic”• Having a full set = cleaning• Learning the extent of a domain = mastery• Fractal potential

Item Set Category Entirety

COLLECTING:SEEKING, LOCATING, ACQUIRING, ORGANIZING, CATALOGING, DISPLAYING, STORING, AND MAINTAINING ITEMS OF INTEREST - WIKIPEDIA

I X D P L AY C H E L S E A H O W E

26

CREATION:FINDING AND COMBINING ELEMENTS TO CREATE NEW ONES

• Crafting/Cooking/Combining• Building/Assembling• Terraforming/Designing

I X D P L AY C H E L S E A H O W E

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• Discovering new territory• Point A to Point B• Exploring a map

TRAVERSAL:REACHING AND EXPLORING NEW AREAS

I X D P L AY C H E L S E A H O W E

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• Nurturing/Caretaking• Dominating/Defeating• Puzzle Solving

Word Spatial Logic Mathematic

ETCETERA:MECHANICS ARE ENDLESS

I X D P L AY C H E L S E A H O W E

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IXD P

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CONCLUSI

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SA

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I X D P L AY C H E L S E A H O W E

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