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IxD Play 05: AFFECTIVE DESIGN

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IxD Play 05: AFFECTIVE DESIGN

  1. 1. 05
  2. 2. HI, I’M CHELSEA • Creative Director at EA Mobile, Austin • Co-founder Queerness & Games Conference • Lecturer at California College of the Arts • GDC Advisory Board member • Fast Company‟s Most Creative People 1000 • Global Game Jam SF Organizer • IndieCade Super Juror • IGF Design Jury Say hi back! @manojalpa2 @ M A N O J A L P A C H E L S E A H O W E
  3. 3. I REALLY LIKE GAMES 9 hrs/wk * 52 wks * 22 yrs = 10,296 hrs 3 @ M A N O J A L P A C H E L S E A H O W E
  4. 4. Engagement Economy: Where attention is currency and games won the lottery. GAMES ARE REALLY POWERFUL 4 @ M A N O J A L P A C H E L S E A H O W E
  5. 5. SO WHY AREN’T THEY BETTER? 5 @ M A N O J A L P A C H E L S E A H O W E
  6. 6. “What does it mean?” “How does it make you feel?” “What do you think when you see this?” 7 @ M A N O J A L P A C H E L S E A H O W E
  7. 7. “Nice combo!” “These graphics are insane.” “My turn!”8 @ M A N O J A L P A C H E L S E A H O W E
  8. 8. 10 @ M A N O J A L P A C H E L S E A H O W E
  9. 9. FLOW The “Optimal Experience” Theory
  10. 10. The Environment 1. Clear Goals 2. Immediate Feedback 3. Balance between Challenge and Skill The Experience 1. Action/Awareness merge 2. Distractions are excluded from consciousness 3. No fear of failure 4. Self consciousness disappears 5. Sense of time is distorted 6. Activity becomes autotelic FLOW: THE BULLET POINTS 12 @ M A N O J A L P A C H E L S E A H O W E
  11. 11. FLOW: THE ENVIRONMENT Clear Goals Games vs Toys Accessibility of Objectives Immediate Feedback Progress Failure Balance Between Challenge/Skill Frustration/Boredom Adaptive Difficulty 13 @ M A N O J A L P A C H E L S E A H O W E
  12. 12. FLOW: THE EXPERIENCE 1. Action/Awareness merge 2. Distractions are excluded from consciousness 3. No fear of failure 4. Self consciousness disappears 5. Sense of time is distorted 6. Activity becomes autotelic 14 @ M A N O J A L P A C H E L S E A H O W E
  13. 13. FLOW: THE EXPERIENCE 1. Action/Awareness merge 2. Distractions are excluded from consciousness 3. No fear of failure 4. Self consciousness disappears 5. Sense of time is distorted 6. Activity becomes autotelic 15 @ M A N O J A L P A C H E L S E A H O W E
  14. 14. FLOW: “SELF CONSCIOUSNESS DISAPPEARS” We are on automatic Action without contemplation Doing without feeling 16 @ M A N O J A L P A C H E L S E A H O W E
  15. 15. YOU CAN’T FEEL WHEN YOU FLOW 17 @ M A N O J A L P A C H E L S E A H O W E
  16. 16. YOU CAN’T FEEL WHEN YOU FLOW shit. 18 @ M A N O J A L P A C H E L S E A H O W E
  17. 17. WHAT OTHER THEORIES ARE OUT THERE? Psychology? Cognitive Science? Human-Computer Interaction? “Enchantment” – McCarthy et al, 2006 19 @ M A N O J A L P A C H E L S E A H O W E
  18. 18. ENCHANTMEN T “Enchantment is an experience of being caught up and carried away, in which, although we are disoriented, perception and attention are heightened. To the extent that it awakens us to wonder and to the wonder of life, it is enlivening.”
  19. 19. ENCHANTMENT: HOW IS IT DIFFERENT? Deep Engagement:  Emotional, intellectual, and sensory Moments that make players go “Wow” Complex Cognition:  Elevation  Revelation  Wonder 21 @ M A N O J A L P A C H E L S E A H O W E
  20. 20. ENCHANTMENT: THE ENVIRONMENT “If our first thought on encountering a new interactive system is that „… it is just like …‟ – just like another system, just like this other game– there is little chance of being enchanted.” 22 @ M A N O J A L P A C H E L S E A H O W E
  21. 21.
  22. 22. ENCHANTMENT: DEPTH • offer the potential for the unexpected • give the chance of new discoveries • provide a range of possibilities 24 @ M A N O J A L P A C H E L S E A H O W E
  23. 23. ENCHANTMENT: SENSIBILITIES FOR IXD 1. A Sense Being in Play 2. The Sensuousness of the System 3. Holistic Player: Desires, Feelings, Anxieties 4. The Transformational Experience 5. Paradox, Openness, Ambiguity 25 @ M A N O J A L P A C H E L S E A H O W E
  24. 24. ENCHANTMENT: 1. A SENSE OF BEING IN PLAY Systems or objects that challenge familiar categories and values are more likely to be enchanting. 26 @ M A N O J A L P A C H E L S E A H O W E
  25. 25. ENCHANTMENT: 2. SENSUOUSNESS OF A SYSTEM Activating and appealing to the senses: compelling styles visceral textures tantalizing audio mesmerizing motion 27 @ M A N O J A L P A C H E L S E A H O W E
  26. 26. ENCHANTMENT: 3. HOLISTIC PLAYERS: DESIRES, FEELINGS, ANXIETIES Designing for generic players begets generic games. 28 @ M A N O J A L P A C H E L S E A H O W E
  27. 27. ENCHANTMENT 4. THE TRANSFORMATIONAL EXPERIENCE The Gestalt Shift 29 @ M A N O J A L P A C H E L S E A H O W E
  28. 28. SCALE CHANGES ENCHANTMENT 4. The Transformational Experience
  29. 29. SECRET SPACES ENCHANTMENT 4. The Transformational Experience
  30. 30. BOUNDARY BREAKS ENCHANTMENT 4. The Transformational Experience
  31. 31. EMERGENT FUNCTIONALITY ENCHANTMENT 4. The Transformational Experience
  32. 32. NOVEL I/O ENCHANTMENT 4. The Transformational Experience
  33. 33. ENCHANTMENT: 5. PARADOX, AMBIGUITY, OPENNESS 35 @ M A N O J A L P A C H E L S E A H O W E
  34. 34. THIS IS MORE THAN ENCHANTMENT 36 @ M A N O J A L P A C H E L S E A H O W E
  35. 35. AMBIGUITY THROUGH MINIMALISM 37 @ M A N O J A L P A C H E L S E A H O W E
  36. 36. OPENNESS Players project themselves into the spaces we leave behind. 38 @ M A N O J A L P A C H E L S E A H O W E
  37. 37. ABSTRACTION 39 @ M A N O J A L P A C H E L S E A H O W E
  38. 38. THE LITTLE CIRCLES SERIES + CHALLENGE The Big Question: Can systems tell stories? The Big Test: Create a game with no explicit imagery or text. Every actor in the system is represented with a circle. 40 @ M A N O J A L P A C H E L S E A H O W E
  39. 39. THE RESULTS I noticed how many of the nodes created the same color, just like how many people feel the same way even if they have no connection to one another. How does this reflect society? Maybe, this reflects how at one time, physical distance between two people faded their human connection over time. Today, this fading may be caused by censorship, digital isolation… the tip of the iceberg. Simple yet elegant – transforming a network of individuals to become whole can be a life changing experience. The pulsing color is a bit like a heartbeat. You could say on one hand you have a frozen captive hivemind and others are pulled in. But what I got out of it is the idea that if you stop and work on something, and just keep concentrating on what you’re trying to build/do… the magnetism of the project will, eventually, speak for itself. I liked that the rules were not given, but were there to be discovered. I thought it would be interesting if the passage of the mouse could create a current or stream in the environment, much like our actions in the world move and effect people outside of our direct contact. Hundreds of Unique Interpretations
  40. 40. IN REVIEW Everyone is playing games, a lot, so let‟s make them better: more evocative, meaningful Flow is great for immediate engagement, but not for evoking complex emotions Enchantment focuses on lasting impact through complex sensory, emotional, and intellectual engagement Openness and Ambiguity enable players to create their own meaning and stories through game systems. Minimalism and Abstraction let us analyze how interactivity – not aesthetics – can be as evocative as aesthetics. 42 @ M A N O J A L P A C H E L S E A H O W E
  41. 41. 43 @ M A N O J A L P A C H E L S E A H O W E
  42. 42. EVERY TIME YOU FEEL AN EMOTION, IT SPREADS ON AVERAGE TO 6 OTHER PEOPLE YOU KNOW. 44 @ M A N O J A L P A C H E L S E A H O W E
  43. 43. THEN TO 36 PEOPLE THEY KNOW. 45 @ M A N O J A L P A C H E L S E A H O W E
  44. 44. AND THEN 216 PEOPLE THEY KNOW. 46 @ M A N O J A L P A C H E L S E A H O W E
  45. 45. Every day, you are changing over 250 lives – for better or for worse – just by how you feel. 47 @ M A N O J A L P A C H E L S E A H O W E
  46. 46. Feel Deeper. Mean Better. Make Powerful Games. 48 @ M A N O J A L P A C H E L S E A H O W E
  47. 47. 49 @ M A N O J A L P A C H E L S E A H O W E

Editor's Notes

  • Excited! Talking about emotions! Feelings! Love!
  • I love making games!Social, Mobile, IndieBut enough about me – let’s talk about games.
  • 1 Billion People spend at least an hour a day playing games. In the era of the internet, attention is everything.
  • I spent most of college trying to answer that question with a multitude of different games (of varying quality). At the time, it was rather unguided exploration. I went after whatever struck my fancy and had a penchant for odd combinations: let’s mix pokemon with music composition, or have you create beautiful scores just through gameplay, or shadow of the colossus with anonymous two-player co-op. It wasn’t until my junior year of college that I started to deep dive into emotions and meaning in games. That really started in New Zealand.
  • I was studying abroad in New Zealand at the Art & Architecture school at University of Victoria in Wellington, NZ. There were all sorts of artsy displays: plastic beating hearts in glass cases, painted footprints in clusters on the wall, and students would gather around them wondering what does it mean, how does it make you feel, what do you think when you see this?
  • And when I looked at people playing games I started wondering why don’t people ask those things about games? Outside of my academic bubble people insisted that ‘games were just for fun’. But I didn’t want games that were just for fun. Maybe it was because I’d dedicated ten thousand hours of my life to them, but I like to think it was a persistent intuition that games were The Next Big Thing.
  • Where are our riots in the streets? Where is our revolution? And that’s when I decided that I wanted to make games that moved people, that were more than just playtime, waste of time, trifling hobbies. I wanted to make games that touched real lives, had a real impact; I wanted to make games that mattered.
  • So senior year that’s what I set off to do, to investigate how we could make games – make these interactive experiences – truly evocative. I wanted to understand games as an art form, as an experiential, affective medium. I started by searching out existing theories about interaction. There were already plenty of books on music theory and art history and narrative technique, but games didn’t have much critical literature. So I wanted to borrow from other fields that focused more on interaction, on experience.
  • I started at FLOW, the eponymous theory from the field of positive psychology that was popularized by Jenova Chen’s flash, and later PSN game, FLOW. It was called an “optimal experience” theory. I wanted to make peoples experiences in games better, and what’s better than optimal? It seemed like a good place to start.
  • Like any good senior, I went straight for the bullet points. Csikszentmihalyi has 9 – three focused on the environment needed to facilitate flow, and six that describe the actual experience.
  • These made sense to me – mostly – and I was excited. Clear Goals was easy; it’s what separated games from toys, and the applications were straightforward: make sure the objectives are made apparent and are always accessible. I did wonder about sandbox games, though, and other interactive experiences where players were left to their own devices. The next necessity for flow was Immediate Feedback. Okay, I have a goal, I need you to tell me whether or not I’m moving towards it. If I get shot, the screen needs to flash red, my health bar needs to be depleted; If I’m supposed to be collecting coins I need an indicator when I touch one, a happy noise, encouragement. Then there was this balance between challenge and skill, which is what Jenova Chen focused on for Flow (the game). If a game is too hard, I’m not going to play it. If it’s too easy, I’m going to get bored of playing it. In games, the best way to facilitate flow was to have the game adapt to a player’s skill level – either by enabling the player to choose their own path, or by having the game adjust its variables based on player performance.
  • That all seemed easy enough to implement. Actually, for the most part, it felt like obvious requirements for any good game. I was growing less enthusiastic about the theory as I continued to investigate it, and as I started delving into the actual experience, I figured out why. Can anyone spot the problem here?
  • ….
  • I started investigating other realms that might have other optimal experience theories – other knowledge about what makes us at our best.
  • Some element of novelty is required. If we already believe we understand it, we aren’t going to be enchanted. The unknown is alluring. “Figuring it out” is sexy.
  • Once people are receptive to Enchantment, the big environmental necessity is something McCarthy refers to as “Depth”.
  • Inaction as a game mechanic.
  • Own a style. Don’t be afraid to be different. Don’t strive for realism. Create a visual and sensory identity and own it.
  • What do we actually care about, and care deeply about?
  • This is the “Zoom”: the scale at which you believe the game to exist changes by orders of magnitude.
  • There is more to the world than the stated objectives. There are joys beyond what’s explicit. Locations created purely to be found and enjoyed.
  • A perceived limitation is broken or removed from the game by the player.
  • Players discover new applications or facets of a tool or mechanic, usually guided or revealed through context. Zelda boomerang.
  • The game unexpectedly reacts to player input.
  • This isn’t just awe and wonder. This isn’t just “Aha!” or “Wow”. This is what enables us to capture players in our systems and let them tell their stories.
  • Abstraction and Minimalism let us get rid of traditional storytelling and affective techniques and instead focus on how the core element of games – their systems, interactivity, procedurality – can tell stories. This started with Influence, and ever since I’ve been completely intrigued by how far we can push this. How abstract is too abstract?
  • When I see how the game reacts to my actions or decisions, I feel the emotion. The emotion arises from me understanding the relationship between actions I take, and the outcome of those actions in the game.
  • Hundreds of people realized their stories through this system. Hundreds were touched enough to comment and tell us their interpretations, and their revelations told us as much about who was playing our game as it did about the game itself. This is just the tip of the iceberg; this is just a proof of concept. This is the first step towards really deeply understanding our medium – the most powerful medium that currently exists – and I hope you guys will be the ones taking the next steps with me.

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