The web world is agog over game design as the next silver bullet, slapping badges and progress bars over every annoying thing they wish users to do. As users tire of everything looking like a game, "gamification" has come under fire. But why throw the baby out with the bathwater?
Game design is to web design what rocket science is to car mechanics, and just like Tang and Velcro, there is plenty in game design we can use in our every day work. Come and hear how mastery, irregular reward schedules and meaningful choices can make your site a pleasure for your users.
4. I have New Year’s projects. One year it was games
These are the wise people I learned from
Some I interviewed, some I read their books, some I watched their videos, some reviewed this talk…
14. There is no shortage
of “organization
porn” on the web.
We have a deep
seated dream of a
place of tidy
harmony.
There is big
business in selling
peace and order
18. Should we avoid negative
emotions? Can negative
emotions be fun?
19.
20.
21. • More pleasure
and excitement
in
active failure
than in success
• However:
passive
experience of
failure makes
players
disengage.
• Attaining a
goal
DECREASES
player arousal
and interest.
Ravaja, Niklas, et al. The
Psychophysiology of Video Gaming:
Phasic Emotional Responses
to Game Events. Digital Games
Research Association International
Conference 2005. Read it:
23. “People find role playing
cheesy, makes them self
conscious.
The game forces you into
uncomfortable situations.
You take a situation and a
pattern and match them
up.. It might be a pattern
you avoid because you
aren’t good at it. And it
creates much more
teachable scenarios.”
Dan Brown’s Communicating Design Game
26. Grace
(62/ female/ widowed/ Little Rock, AR.)
“I like playing my favorite games online, but if I can play with
friends, well that’s even better!”
Personal Background: Her husband has passed on. She has
two grown kids, both of whom live far away. She misses the kids,
but has a fairly large circle of friends that she spends time with.
Technical Proficiency : Limited. Can use her browser and her
email. MS Word confuses her, and she doesn’t like using it. Doesn’t
know what an OS is. Tends to click yes if the browser prompts her
to do anything, and will click wildly until things work.
History with games: Plays crossword puzzles daily and saves them.
Plays card games, PhotoJam, but is offended by South Park
cartoons
2001
Game’s opportunity: If Grace can be convinced to participate in
community activities, she will become a loyal user of the site. She
needs to be sheltered from the sick and twisted content, however.
42. Pinch
The pinch is the place where you run out of something. I.e. You run out of lives in the arcade,
and you reach in your pocked for a quarter. Or twelve.
43.
44.
45.
46. But it’s ok because I feel something?
SOMETIMES MECHANICS
ARE MANIPULATIONS
47. 6 key principles of persuasion
by Robert Cialdini
Reciprocity
Social Proof
Commitment and Consistency
Authority
Liking
Scarcity
53. Leaderboards
There is a certain satisfaction in kicking a
friends bum. However, if you have a place
where not much social is
happening, be sure to motivate me by
making me beat my own high score. Not
feel lonely.
60. We treat designer like
flip this house: give
them wireframes and
tell them to make it
pretty
ITE
E B$
W
61. Concept design by Min Zhou
http://minzhouportfolio.blogspot.com/
Grace and Glory enemy concept
designs by Yusuke Hashimoto. From
the upcoming video game Bayonetta.
Notes on the new Year’S project http://www.eleganthack.com/give-up-your-resolutions/
What is the first game you every played? What were the rules?
Children playing ring around a rosie in one of the better neighborhoods
of the Black Belt, Chicago, Illinois, 1941
Edwin Rosskam
http://historyinphotos.blogspot.com/2012/05/edwin-rosskam.html
What is a north star? It is the goal, the thing you are aiming for, and when you arrive, you can launch.
http://www.boxesandarrows.com/view/building_a_vision_of_design_success,
Game designers have an inherent North Star because they are building a game. It’s FUN. Game designers constantly ask “Is it fun yet” and if the answer is no, they don’t launch. And their team doesn’t launch. Even when it’s late late late. Because there is no point in launching an un-fun game.
We are limited in how we talk about emotion in Web Design. We talk about delight, and frustration.
But there are many more words we could be designing for…
This is the power of farmville; a place to hide from life’s madness http://www.eleganthack.com/farming-and-knitting/
Boys seek peace and control also
So much missed opportunity here!
As well, Game designers are much more comfortable with creating negative emotions than wed designers, who
Mostly aim for “happy.” But as part of a sequence, a slight negative can increase a positive.
• More pleasure and excitement in
active failure than in success
• However: passive experience of
failure makes players disengage.
• Attaining a goal DECREASES
player arousal and interest.
Dan Brown’s Communicating Design Game. Sometimes stress can teach.
This is a classic persona my old company CarbonIQ made for a casual gaming site. It was useful. But….
Understanding behavioral patterns in player types, and what features support the behavior desired is also useful.
Maybe more useful.
Amy Jo Kim has developed different player types that you find in Social Games. Each one has his or her own
play style. Knowing these needs shapes the feature set and core loop.
Will Wright on Game Design: http://youtu.be/CdgQyq3hEPo Watch 30:27-33:27
http://www.tubechop.com/watch/1003252
Backyard Monsters takes the classic tower defense loop (build defense, get attacked, redo) and adds complexity
by letting you also attack and build offensive as well as defensive tools.
Chumbawamba's, "Tubthumping"
Paper beats rock, rock beats scissors, scissors beats paper. The game of rock paper scissors lizard spock adds
In two more elements for added complexity. And nerdity.
A constraint is usually about resource management. How much energy/money/stuff you need.
The pinch is the place where you run out of something. I.e. You run out of lives in the arcade, and you reach inyour pocked for a quarter. Or twelve.
Energy is a typical social game pinch. You can solve with money or with being “social” i.e. begging from friends.
When you run out of energy, you have to
Spend money for more energy
Ask friends for help (virals)
Go away and come back later
In cityville, real estate is an excellent pinch. You could just buy more land, but you could also upgrade to better
buildings, rearrange your items, or store something. More options + more fun play.
In Castleville the pinch is also part of the play. New land is shrouded in shadow, so you may discover new mysteries as you look to expand.
Manipulation is tough. We go to the theater to be manipulated. We like a certain amount of orchestration of ourfeelings. But we sure don’t like being taken advantage of.
Name the persuasion techniques being used by these social games. Trust me, a little time on Facebook andyou can collect all six. And find a few new ones.
Zynga invented the “doobers” which is when something good happens you see an outflowing of stars or coins. It’s the equivalent of the slot machine flowing out, and very satisfying.
There is a certain satisfaction in kicking a friends bum. However, if you have a place where not much social is
happening, be sure to motivate me by making me beat my own high score. Not feel lonely.
Moving from a novice to a master is why we play tennis, chess or even do things like knitting or woodworking. We humans love to know we are getting better at something.
Moving from a novice to a master is why we play tennis, chess or even do things like knitting or woodworking. We humans love to know we are getting better at something.
Make it pretty, make a profit. Often web and app design just slaps some pretty on it at the end.
Most web app designers through learning into a quickie tutorial in the beginning. But game designers, focusedon mastery and that satisfaction weave it through the game.
Dance Central: you have to do the moves along with the dancer to earn points
Dance Central made learning the moves a key part of the game, not just a simple add on. You feel like you are really learning to dance.
You goal? You too can replace your help site with a joke.
Again, game designers seem way more user centered than most others. They don’t say “we’ll do two rounds of
testing.” They’ll test over and over until fun arrives.