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IxD Play 04: A THING CALLED GAME

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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.

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 Play 04: A THING CALLED GAME

  1. 1. 04
  2. 2. TODAY’S COMPANION MATERIALS G A M E E X P E R I E N C E S Flow – • http://interactive.usc.edu/projec ts/cloud/flowing/ Passage – • http://hcsoftware.sourceforge.ne t/passage/ Don’t Shoot The Puppy – • http://www.rrrrthats5rs.com/gam es/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_mc gonigal_gaming_can_make_a_bett er_world.html I X D P L A Y C H E L S E A H O W E 2
  3. 3. I X D P L A Y C H E L S E A H O W E 3
  4. 4. “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 A Y C H E L S E A H O W E 4
  5. 5. “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 A Y C H E L S E A H O W E 5
  6. 6. “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 A Y C H E L S E A H O W E 6
  7. 7. “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 A Y C H E L S E A H O W E 7
  8. 8. 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 A Y C H E L S E A H O W E 8
  9. 9. POSITIVE EMOTIONS ENGAGEMENT RELATIONSHIPS MEANING ACCOMPLISHMENT 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 A Y C H E L S E A H O W E 10
  10. 10. Constant Feedback Clear Goals Challenge Agency Affect EXPERIENTIAL BLISS: WHY WE LOVE TO PLAY GAMES I X D P L A Y C H E L S E A H O W E 11
  11. 11. • 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 A Y C H E L S E A H O W E 12
  12. 12. Aesthetic Reward  Animation  SFX  Particle Effect  Asset change  Status change Functional Reward  Stat bonuses  New mechanic  New area  New item  Currency CONSTANT FEEDBACK: A SAMPLING OF REWARDS IN GAMES I X D P L A Y C H E L S E A H O W E 13
  13. 13. 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 A Y C H E L S E A H O W E 14
  14. 14. Terminal Goals Intermediate Goals Immediate Goals TIME CLEAR GOALS: NEAR, MID, AND LONG TERM OBJECTIVES I X D P L A Y C H E L S E A H O W E 15
  15. 15. • 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 A Y C H E L S E A H O W E 16
  16. 16. FRUSTRATION BOREDOM MY SKILL LEVEL GAME’SCHALLENGE FLOW CHALLENGE: THE IMPORTANCE OF FLOW FOR ENGAGEMENT I X D P L A Y C H E L S E A H O W E 17
  17. 17. MY SKILL LEVEL GAME’SCHALLENGE CHALLENGE: USING FLOW FOR OPTIMAL DIFFICULTY CURVES I X D P L A Y C H E L S E A H O W E 18
  18. 18. • 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 A Y C H E L S E A H O W E 19
  19. 19. • 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 A Y C H E L S E A H O W E 20 AGENCY:THE EFFECT OF RANDOMNESS ON PLAYER AGENCY
  20. 20. • 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 A Y C H E L S E A H O W E 21
  21. 21. “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 A Y C H E L S E A H O W E 23
  22. 22. • 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 A Y C H E L S E A H O W E 24
  23. 23. • 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 A Y C H E L S E A H O W E 25
  24. 24. • 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 A Y C H E L S E A H O W E 26
  25. 25. CREATION:FINDING AND COMBINING ELEMENTS TO CREATE NEW ONES • Crafting/Cooking/Combining • Building/Assembling • Terraforming/Designing I X D P L A Y C H E L S E A H O W E 27
  26. 26. • Discovering new territory • Point A to Point B • Exploring a map TRAVERSAL: REACHING AND EXPLORING NEW AREAS I X D P L A Y C H E L S E A H O W E 28
  27. 27. • Nurturing/Caretaking • Dominating/Defeating • Puzzle Solving  Word  Spatial  Logic  Mathematic ETCETERA: MECHANICS ARE ENDLESS I X D P L A Y C H E L S E A H O W E 29
  28. 28. I X D P L A Y C H E L S E A H O W E 30

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