Masochism Gameplay by Nelson

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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.

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Masochism Gameplay by Nelson

  1. 1. @agatestudio The Strange Appeal (Masochism Gameplay) Nel G Wisana Legion Agate Studio
  2. 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. 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. 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. 5. We live in a time when the vast majority of games are designed to keep player frustration at a minimum.
  6. 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. 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. 8. Sample of Masochism Games • Trial and Errors • Strongest Dream Factor • Satisfying Moment
  9. 9. @agatestudio (Revenge) Hotline Miami • Strong Feeling of Revenge • Famous Mechanics borrowed from GTA • Simpler rules - one hit kill • Fast pace gameplay
  10. 10. Analysis • Hate Subject • Pleasure in specific act • Adrenalin Rush • Use Wit and Reflexes
  11. 11. @agatestudio Others
  12. 12. @agatestudio (Progress) Dark Soul • Very Hard Difficulty • Ongoing Threat Pressure • Harsh Death Punishment with 2nd chance • Great Length of Progress
  13. 13. @agatestudio Analysis • “I can do Better” feeling • “I’ve been there” moment • High Risk and High Reward • Punishing gameplay
  14. 14. @agatestudio Others
  15. 15. @agatestudio (Context Appeal) Tomb Raider • Loveable Characters • Great Visual • Uncharted Gameplay • Plenty dying moment
  16. 16. • Character Exploitation • Pleasure in Despair • Adrenalin Rush • Physics Randomness
  17. 17. @agatestudio Others
  18. 18. Let’s Make a Simple M Game
  19. 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. 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. 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)

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