Presentasi dari Nelson Gustav Wisana, Crew dari Agate Studio dalam event Talent Development Saturday Agate Studio. http://agatestudio.com
Talent Development Saturday adalah acara Agate Studio crew sharing berbagai topik. Mulai dari Art, Programming, Game Production dan General Business/Management. TDS ini dilakukan tanggal 8 Februari 2014 di Bandung Digital Valley.
2. @agatestudio
Ada yang namanya masochist moril, ada juga yang namanya masochist eros.
Masochist moril adalah untuk orang yang mempunyai kenikmatan bawah sadar ketika
perasaannya tersakiti. Orang ini mungkin menangis dan terlihat sedih ketika di sakiti.
Tapi kesedihan itu membuat ia merasa tenang.
Masochism
ADDICTED
Perasaan tenang ini lama kelamaan berubah
menjadi perasaan senang dan menimbulkan efek
candu bagi orang tersebut yang disertai rasa
penasaran dan komitmen yang kuat untuk
mengulang aktivitas tersebut.
3. @agatestudio
Sadism & Masochism
Sadist Masochist
Secara Psikologi manusia memiliki kecenderungan untuk memiliki porsinya masing
dalam kedua sisi.
Namun faktor terbesar ialah penyangkalan dari fakta tersebut dalam realita
kehidupan.
4. @agatestudio
Prove of Concept
• Indulging in depressing music.
• Getting back with exes who previously hurt you.
• Remain in “friendships” with people who make you feel like
crap.
• You answer late night requests of a booty call who you have
actual feelings for.
• You love to read the comments on something you put online.
• You self-destruct.
Berapa banyak jenis-jenis orang seperti ini yang pernah kamu
temui?
5. We live in a time when the vast majority of games are designed
to keep player frustration at a minimum.
6. @agatestudio
I dream of becoming the
best/richest/strongest/etc
Oh... I get it!! (Finally)
I am not good enough...
Progressing and becoming better
I am getting closer to achieve my
dream
Achieved/Fed upSuccessful Retail Game / Bored Player
Getting Rewards and new prospect
Continuous Result
Bitter End & Unsatisfying Moment
Learning Phase
Title Mass Appeal
7. @agatestudio
Circle of Doom
I am not good
enough...
Progressing and
becoming better
I am getting closer to
achieve my dream
INCREASE THE LOOP ENCOUNTER SPEED
Even when we haven’t made progress within the game, designers have to make us feel
like we’ve at least made some sort of psychological progress, that our failure has given us
a better understanding of how to succeed the next time we try, thus motivating us to
give the game another go.
8. Sample of Masochism Games
• Trial and Errors
• Strongest Dream Factor
• Satisfying Moment
9. @agatestudio
(Revenge) Hotline Miami
• Strong Feeling of Revenge
• Famous Mechanics borrowed from GTA
• Simpler rules - one hit kill
• Fast pace gameplay
12. @agatestudio
(Progress) Dark Soul
• Very Hard Difficulty
• Ongoing Threat Pressure
• Harsh Death Punishment with 2nd chance
• Great Length of Progress
13. @agatestudio
Analysis
• “I can do Better” feeling
• “I’ve been there” moment
• High Risk and High Reward
• Punishing gameplay
19. @agatestudio
• Intro
• Tutorial/Help
• Detail
• Complex Player Control
Despite giving the game more value and content, these element may distract and
confuse player and resulting in taking more player’s time unproductively.
20. @agatestudio
• Don’t use intro
• Simple enough without any Tutorial/Help
• No useless detail for gimmicky purpose
• Less Button is good
• Increase difficulty level
1. The game is simple to understand; two clicks and you're in.
2. The game presents a clear problem with a clear solution
3. The results of action frequently create cascading consequences. (Element of
Unpredictability)
21. @agatestudio
• Revenge
• Progress
• Context Appeal
1. The game is simple to understand; two clicks and you're in.
2. The game presents a clear problem with a clear solution
3. The results of action frequently create cascading consequences. (Element of
Unpredictability)