It is all about the experience
player experience in game design
Rui Prada (IST, SPCV)
          


                      Who is this guy?
Professor	
  at	
  Ins,tuto	
  Superior	
  Técnico	
  
Dep.	
  Compute...
             


                                                              Who is this guy?
Sociedade	
  Portuguesa	
  ...
h5p://www.ipca.pt/videojogos/	
  
          


                      Who is this guy?
Author	
  of	
  
	
  
	
  
	
  Design	
  e	
  Desenvolvimento	
  de	
 ...
             


                                                              Who is this guy?
Avid	
  Player	
  
	
  
Gam...
         
Player Experience
h5ps://www.flickr.com/photos/jamesHmbrell/8314586801/	
  
Experience? Why?
Games	
  are	
  means	
  to	
  live	
  experiences	
  
Voluntary	
  
Subjec,ve	
  
Gameplay	
   Experienc...
Experience? Why?
Design	
  for	
  the	
  experience	
  
A	
  good	
  game	
  is	
  one	
  the	
  promotes	
  a	
  good	
  ...
1.	
  Doing/Performing	
  
	
  	
  
2.	
  Feeling/Assessing	
  
	
  	
  
3.	
  Remembering/Learning	
  
Experience? What?
Fulfill	
  a	
  dream	
  
	
  Do	
  something	
  that	
  cannot	
  be	
  done	
  
	
  	
  
	
  Feel	
  special	
  
	
  	
  ...
Doing/Performing	
  
	
  Create	
  moHvaHon,	
  opportuniHes,	
  incenHves	
  for	
  acHon	
  
Feeling/Assessing	
  
	
  P...
         
Pleasure
h5p://pixabay.com/p-­‐110303	
  
A	
  good	
  experience	
  elicits	
  pleasure	
  
	
  
Brain	
  rewards	
  “desirable”	
  situaHons	
  and	
  
behaviours...
Achievement.	
  Achieve	
  milestones,	
  finish	
  tasks.	
  
Power.	
  Have	
  an	
  impact	
  on	
  the	
  world,	
  imp...
Internal	
  sensa,ons	
  linked	
  to	
  assessment	
  of	
  
situaHons	
  
People	
  have	
  needs	
  of	
  emo,onal	
  r...
If	
  something	
  
has	
  emo,onal	
  impact	
  
it	
  is	
  relevant!	
  
Emotions and Engagement
Primary Emotions
a. b. c.
d. e. f.
Anger	
   Fear	
   Disgust	
  
Surprise	
   Happiness	
   Sadness	
  
  	
  	
  
Achieve	
  a	
  desirable	
  situaHon	
  
Complete	
  a	
  level	
  
Give	
  the	
  players	
  what	
  they	
  ...
  	
  	
  
Obstruct/deny	
  players’	
  goals	
  
Hurt/damage	
  what	
  they	
  like	
  
The	
  blame	
  is	
  not	
  a5r...
  	
  	
  
Create	
  unexpected	
  situaHons	
  
Framed	
  in	
  the	
  expectaHons	
  of	
  players	
  and	
  uncertainty...
All	
  emoHons	
  ma5er	
  
Go	
  beyond	
  primary	
  emoHons	
  
Social	
  emo,ons	
  
(Guilt,	
  shame,	
  pride,	
  lo...
Playing	
  is	
  a	
  learning	
  ac,vity	
  
(players	
  learn	
  controls,	
  mechanics,	
  
strategies,	
  story…)	
  
...
Support	
  learning	
  in	
  your	
  game	
  
Balance	
  guidance	
  and	
  
self-­‐explora,on	
  
Learning
The	
  experience	
  is	
  ruined	
  if	
  
	
  	
  
	
  There	
  is	
  nothing	
  to	
  learn	
  
	
  It	
  is	
  impossi...
Visceral:	
  moHon,	
  heat,	
  relaxaHon	
  
Cogni,ve:	
  problem	
  solving,	
  memory	
  challenges	
  
Social:	
  soci...
Sensa,on:	
  game	
  as	
  sensory	
  pleasure	
  
Fantasy:	
  game	
  as	
  make	
  believe	
  
Narra,ve:	
  game	
  as	
...
         
Progression
h5ps://www.flickr.com/photos/usafe/14050607788/	
  
The	
  experience	
  changes	
  
with	
  Hme	
  
Progression
Selec,on:	
  build	
  expectaHons	
  
Assump,on:	
  establish	
  grounds	
  based	
  on	
  previous	
  
experience	
  (gen...
Challenge	
  and	
  Novelty	
  
(keep	
  the	
  learning)	
  
Managing the Progression
The Flow
Degree of
Challenge
Skill Level
Anxiety
Boredom
Flow
Channel
Experience
Design	
  the	
  experience	
  considering	
  ,me	
  
(play	
  sessions,	
  replays)	
  
The Experience Through Time
Define	
  ,me	
  steps	
  (storyboard):	
  	
  
the	
  beginning,	
  the	
  mid	
  game,	
  the	
  end…	
  
	
  
For	
  eac...
         
Games as Communication Tools
Theme	
  (subject)	
  
Thesis	
  (perspecHve,	
  an	
  idea)	
  
Game	
  conveys	
  the	
  message	
  
	
  
Game Design as...
Theme and Thesis
h5ps://www.flickr.com/photos/enricjuve/2695421587/	
  
	
   	
  h5ps://www.flickr.com/photos/jamesboyes/139...
Supports	
  the	
  meaning	
  of	
  the	
  experience	
  
Establish	
  a	
  culture	
  (interests,	
  values,	
  
	
  symb...
Gameplay	
  is	
  crucial	
  for	
  the	
  experience	
  
The	
  presenta,on	
  is	
  important	
  as	
  well	
  
Theme an...
         
Players are not all Alike
h5ps://www.flickr.com/photos/popculturegeek/7640586630	
  
A good game is one that promotes a good experience
Satisfaction of needs, emotional impact, learning
Well balanced in time...
It is all about the experience! Player experience in game design
Upcoming SlideShare
Loading in …5
×

It is all about the experience! Player experience in game design

1,149 views

Published on

My presentation at Microsoft Game Dev Camp 2014.
I talked about the importance of player experience and the need to focus on the experience when designing games. I added some discussion regarding what constitutes a good experience and the importance of progression.

Published in: Design
0 Comments
3 Likes
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
1,149
On SlideShare
0
From Embeds
0
Number of Embeds
6
Actions
Shares
0
Downloads
14
Comments
0
Likes
3
Embeds 0
No embeds

No notes for slide
  • Doing, crafting, solving
    Assessing: fear, social comparison
    Remembering: learning how to play
  • Doing, crafting, solving
    Assessing: fear, social comparison
    Remembering: learning how to play
  • Basic human needs
    We have intrinsic motivation to satisfy the needs
  • It is all about the experience! Player experience in game design

    1. 1. It is all about the experience player experience in game design Rui Prada (IST, SPCV)
    2. 2.                                Who is this guy? Professor  at  Ins,tuto  Superior  Técnico   Dep.  Computer  Science  and  Engineering     Applica,on  Area  on  Games   h5p://ajist.tecnico.ulisboa.pt/     7  years,  2  courses    >200  students,  >  50  game  prototypes  
    3. 3.                                                                            Who is this guy? Sociedade  Portuguesa  de  Ciências  dos  Videojogos  (Est.  2009)   Co-­‐Founder  and  Current  President     Promo,ng    Knowledge  and  understanding    CollaboraHon  of  peers    Teaching  and  research   www.spcvideojogos.org  
    4. 4. h5p://www.ipca.pt/videojogos/  
    5. 5.                                Who is this guy? Author  of        Design  e  Desenvolvimento  de  Jogos    Carlos  MarHnho,  Pedro  Santos,  Rui  Prada    FCA,  2014   h5ps://www.flickr.com/photos/nanagyei/5199156473  
    6. 6.                                                                            Who is this guy? Avid  Player     Game  Collector   h5ps://www.flickr.com/photos/merydith/5875929614  
    7. 7.           Player Experience h5ps://www.flickr.com/photos/jamesHmbrell/8314586801/  
    8. 8. Experience? Why? Games  are  means  to  live  experiences   Voluntary   Subjec,ve   Gameplay   Experience   Game  Designer   Player  
    9. 9. Experience? Why? Design  for  the  experience   A  good  game  is  one  the  promotes  a  good  experience     Gameplay  Experience   Game  Designer   Player  
    10. 10. 1.  Doing/Performing       2.  Feeling/Assessing       3.  Remembering/Learning   Experience? What?
    11. 11. Fulfill  a  dream    Do  something  that  cannot  be  done        Feel  special        Live  and  acquire  something  unique   Player Experience
    12. 12. Doing/Performing    Create  moHvaHon,  opportuniHes,  incenHves  for  acHon   Feeling/Assessing    Promote  interesHng  choices    Define  consequences  of  choices   Remembering/Learning    Promote  re-­‐use  and  combinaHon   Crafting the Experience
    13. 13.           Pleasure h5p://pixabay.com/p-­‐110303  
    14. 14. A  good  experience  elicits  pleasure     Brain  rewards  “desirable”  situaHons  and   behaviours   A Good Experience
    15. 15. Achievement.  Achieve  milestones,  finish  tasks.   Power.  Have  an  impact  on  the  world,  improve  skill.   Affilia,on.  Maintain  posiHve  interacHons  with  others.   Avoidance.  Self-­‐preservaHon,  seeking  certainty.     Balance  Novelty  and  Control   Pleasure: Satisfaction of Needs
    16. 16. Internal  sensa,ons  linked  to  assessment  of   situaHons   People  have  needs  of  emo,onal  regula,on   (to  relax  or  get  excited)   Regulate  engagement  (a5enHon  and   moHvaHon)   Pleasure: Emotions
    17. 17. If  something   has  emo,onal  impact   it  is  relevant!   Emotions and Engagement
    18. 18. Primary Emotions a. b. c. d. e. f. Anger   Fear   Disgust   Surprise   Happiness   Sadness  
    19. 19.       Achieve  a  desirable  situaHon   Complete  a  level   Give  the  players  what  they  desire   Nice  rewards  (e.g.  rare  items)                 Achieve  an  undesirable  situaHon   Lose  something  important   Lose  an  opportunity   Stronger  if  the  situaHon  is  irreversible     Eliciting Emotions
    20. 20.       Obstruct/deny  players’  goals   Hurt/damage  what  they  like   The  blame  is  not  a5ributed  enHrely  to  the  self   Belief  that  the  situaHon  is  recoverable                 Promote  anHcipaHon  of  an  undesirable  situaHon   Threaten  what  is  important  for  the  player   Creates  tension   PotenHates  other  emoHons  (e.g.  Happiness)     Eliciting Emotions
    21. 21.       Create  unexpected  situaHons   Framed  in  the  expectaHons  of  players  and  uncertainty   PosiHve  surprises:  the  situaHon  becomes  be5er   NegaHve  surprises:  the  situaHon  becomes  worst                 Create  uncomfortable  situaHons   Not  clearly  undesirable,  but  probably  to  avoid   Social  disgust:  related  to  social  values   Eliciting Emotions
    22. 22. All  emoHons  ma5er   Go  beyond  primary  emoHons   Social  emo,ons   (Guilt,  shame,  pride,  love…)   Which Emotions?
    23. 23. Playing  is  a  learning  ac,vity   (players  learn  controls,  mechanics,   strategies,  story…)   Pleasure: Learning
    24. 24. Support  learning  in  your  game   Balance  guidance  and   self-­‐explora,on   Learning
    25. 25. The  experience  is  ruined  if        There  is  nothing  to  learn    It  is  impossible  to  learn  (noise,  sensory    overload)    There  is  no  interest  in  the  things  learnt    (are  not  applied  in  the  game)   Learning
    26. 26. Visceral:  moHon,  heat,  relaxaHon   Cogni,ve:  problem  solving,  memory  challenges   Social:  social  status,  sense  of  belonging,   interacHng  with  others   Moral:  follow  ideals,  moral  code   Types of Pleasure
    27. 27. Sensa,on:  game  as  sensory  pleasure   Fantasy:  game  as  make  believe   Narra,ve:  game  as  drama   Challenge:  game  as  obstacle  course   Fellowship:  game  as  social  framework   Discovery:  game  as  uncharted  territory   Expression:  game  as  self-­‐discovery   Submission:  game  as  pasHme   Types of Pleasure (MDA)
    28. 28.           Progression h5ps://www.flickr.com/photos/usafe/14050607788/  
    29. 29. The  experience  changes   with  Hme   Progression
    30. 30. Selec,on:  build  expectaHons   Assump,on:  establish  grounds  based  on  previous   experience  (genre,  world  metaphors)   Abstrac,on:  idenHfy  the  mechanics,  (dis)confirm   assumpHons   Strategy:  build  strategies  combining  the  mechanics   Reduc,on:  ignore  “irrelevant”  informaHon   Phases of the Experience
    31. 31. Challenge  and  Novelty   (keep  the  learning)   Managing the Progression
    32. 32. The Flow Degree of Challenge Skill Level Anxiety Boredom Flow Channel Experience
    33. 33. Design  the  experience  considering  ,me   (play  sessions,  replays)   The Experience Through Time
    34. 34. Define  ,me  steps  (storyboard):     the  beginning,  the  mid  game,  the  end…     For  each  define:    what  to  do,  how  to  feel  and  what  to  remember.   The Experience Matrix
    35. 35.           Games as Communication Tools
    36. 36. Theme  (subject)   Thesis  (perspecHve,  an  idea)   Game  conveys  the  message     Game Design as Communication
    37. 37. Theme and Thesis h5ps://www.flickr.com/photos/enricjuve/2695421587/      h5ps://www.flickr.com/photos/jamesboyes/13931401969/            h5ps://www.flickr.com/photos/jonycunha/3880522914/                  h5ps://www.flickr.com/photos/mene5rier/6382539855/  
    38. 38. Supports  the  meaning  of  the  experience   Establish  a  culture  (interests,  values,    symbols,  heroes,…)   Bound  the  dreams  that  the  game  supports   Theme and Thesis
    39. 39. Gameplay  is  crucial  for  the  experience   The  presenta,on  is  important  as  well   Theme and Presentation
    40. 40.           Players are not all Alike h5ps://www.flickr.com/photos/popculturegeek/7640586630  
    41. 41. A good game is one that promotes a good experience Satisfaction of needs, emotional impact, learning Well balanced in time Meaningful message Rui Prada rui.prada@tecnico.ulisboa.pt http://gaips.inesc-id.pt/rprada

    ×