Player Study
Compiled by
Arun Babu J S
Day 3
Introduction
Games Consist of Challenges
Distribution of Challenges a key factor of Game Design
Challenges are directly proportional to Difficulty.
Challenges alone won’t cause Fun, rather in most cases it will cause Frustrations.
Player - centric approaches and broad design metrics will help craft playable game
experiences.
Types of Players
Killer - Destroy, Nothing else | Positive - Negative
Achiever - Focus on Progression | Plan - Opportunities
Explorer - Discover | Identify methods - Understand the world
Socializer - Collaborate | Networking - Casual Collab
Types of Plays
Agon - Competition - Skill
Alea - Chance - Randomness - Mastery
Mimicry - Role Play - Simulate
Ilinx - Risks - Illusion
Types of Fun
● Sensation - Aesthetical - Emotions
● Fantasy - New Worlds - Escapism - Immersion
● Narration - Story - Decisions
● Challenge - Problem Solving - Difficulties - Obstacles
● Fellowship - Player to Player Interactions - Socializing
● Discovery - Exploration -Unveil
● Expression - Creating - Building
● Submission - Surrender - Grinding
Cognitive Abilities of Players
A high level of cognitive skill is required to enable players to fulfill their physical and
technical potential. Skills such as game intelligence, spatial perception, anticipation,
reaction time, attention shifting, and pattern recognition is relevant cognitive skills.
Player Learning
Games involves Learning
Learn - Player get familiar with the rules and play of the Game
Practice - Master the complete mechanics
Expertise - Express Excellence and and Comfort play
What is Difficulty Curve
What is Difficulty Curve ?
Presents the progression of the Game
Help to identify the Flow and Pace of the Game.
Ideal Difficulty Curve
Generally, Games get harder and harder.
A steep raise in difficulties does not provide
player,
● Time to Learn new skills
● Play with new skills
● Rest Spots
Hence a Varied Flow as in the Graph here. This is
close to ideal one. It means, the curve can be
designed with respect to game.
Experience Loop
Experience and
Learn New
Mechanics
Experience
increasing
Complexities
Experience most
challenging
gameplay
Master and
Expertise or Rest
Standard Difficulty Curve
A smooth difficulty curve that keeps the difficulty increasing in a playable fashion.
Helps to achieve a Balance in the Flow of the Game
Without a planned difficulty curve, the game will be end up not playable due to
boring or impractical challenges.
Time vs Challenge
Time vs Skill
Time vs Challenge - Ensure a Minimum
Challenge
First Time Player Experience
Two Things to Learn
● Game Elements
● Game Key Controls
First Time to Console
● Learn the Console
● Master the Common Controls
Satterthwaite Peak
Difficulty Curve for Social Games
Calculating the Difficulty Curve
Calculate with respect to Players - Especially your Target
Player’s Ability
Player’s Skill
Player’s Experience - Ensure Positive Experience
Do not repeat challenges
You are not your Player
Learn Players - Personas
Create Persona
Base Profile - discuss their Demographic and Psychographic Detail
Detailed profile - Behaviour and Attitude, Preferences and Expectations
with respect to our context.
Remember Bartle’s Types of Player.
Few more to see.
Challenge with Fun
Difficulty vs Tedious
Challenges -
● Target and Test Players Skill - Be Relative
● Give Room for Mastery
● Keep Emerging - Not in terms of Quantity
● Modify Challenges - Abilities and Modes not Strength
● Do not Repeat the same challenge again and again.
● Impossible Targets
What is Challenging to one Player is not
Challenging to Others
This is not a Problem.
Design for specific people.
Inclusive Design
A Design that is applicable to all traits of people.
Rare and Complex.
Keep it accessible to everyone
Game anyone can play -
● Casual Games
● Button Smashing Games
Biggest Challenge - Bringing Casual Gamers and Hardcore Gamers Together.
Drawing Difficulty Curves
Various types of curves are practiced
Each has its own strength and weakness
No perfect curve
Depends on the Game Design and wise utilization
Final words on Difficulty Curves
There is no right or wrong way in design.
Every game have varying curves with respect to their requirement and audience.
Be Contextual, to be Meaningful.
Thank You

Player study

  • 1.
  • 2.
    Introduction Games Consist ofChallenges Distribution of Challenges a key factor of Game Design Challenges are directly proportional to Difficulty. Challenges alone won’t cause Fun, rather in most cases it will cause Frustrations. Player - centric approaches and broad design metrics will help craft playable game experiences.
  • 3.
    Types of Players Killer- Destroy, Nothing else | Positive - Negative Achiever - Focus on Progression | Plan - Opportunities Explorer - Discover | Identify methods - Understand the world Socializer - Collaborate | Networking - Casual Collab
  • 4.
    Types of Plays Agon- Competition - Skill Alea - Chance - Randomness - Mastery Mimicry - Role Play - Simulate Ilinx - Risks - Illusion
  • 5.
    Types of Fun ●Sensation - Aesthetical - Emotions ● Fantasy - New Worlds - Escapism - Immersion ● Narration - Story - Decisions ● Challenge - Problem Solving - Difficulties - Obstacles ● Fellowship - Player to Player Interactions - Socializing ● Discovery - Exploration -Unveil ● Expression - Creating - Building ● Submission - Surrender - Grinding
  • 6.
    Cognitive Abilities ofPlayers A high level of cognitive skill is required to enable players to fulfill their physical and technical potential. Skills such as game intelligence, spatial perception, anticipation, reaction time, attention shifting, and pattern recognition is relevant cognitive skills.
  • 7.
    Player Learning Games involvesLearning Learn - Player get familiar with the rules and play of the Game Practice - Master the complete mechanics Expertise - Express Excellence and and Comfort play
  • 8.
    What is DifficultyCurve What is Difficulty Curve ? Presents the progression of the Game Help to identify the Flow and Pace of the Game.
  • 9.
    Ideal Difficulty Curve Generally,Games get harder and harder. A steep raise in difficulties does not provide player, ● Time to Learn new skills ● Play with new skills ● Rest Spots Hence a Varied Flow as in the Graph here. This is close to ideal one. It means, the curve can be designed with respect to game.
  • 10.
    Experience Loop Experience and LearnNew Mechanics Experience increasing Complexities Experience most challenging gameplay Master and Expertise or Rest
  • 11.
    Standard Difficulty Curve Asmooth difficulty curve that keeps the difficulty increasing in a playable fashion. Helps to achieve a Balance in the Flow of the Game Without a planned difficulty curve, the game will be end up not playable due to boring or impractical challenges.
  • 12.
  • 13.
  • 14.
    Time vs Challenge- Ensure a Minimum Challenge
  • 15.
    First Time PlayerExperience Two Things to Learn ● Game Elements ● Game Key Controls First Time to Console ● Learn the Console ● Master the Common Controls
  • 16.
  • 17.
  • 18.
    Calculating the DifficultyCurve Calculate with respect to Players - Especially your Target Player’s Ability Player’s Skill Player’s Experience - Ensure Positive Experience Do not repeat challenges You are not your Player
  • 19.
    Learn Players -Personas Create Persona Base Profile - discuss their Demographic and Psychographic Detail Detailed profile - Behaviour and Attitude, Preferences and Expectations with respect to our context. Remember Bartle’s Types of Player. Few more to see.
  • 21.
    Challenge with Fun Difficultyvs Tedious Challenges - ● Target and Test Players Skill - Be Relative ● Give Room for Mastery ● Keep Emerging - Not in terms of Quantity ● Modify Challenges - Abilities and Modes not Strength ● Do not Repeat the same challenge again and again. ● Impossible Targets
  • 22.
    What is Challengingto one Player is not Challenging to Others This is not a Problem. Design for specific people.
  • 23.
    Inclusive Design A Designthat is applicable to all traits of people. Rare and Complex. Keep it accessible to everyone Game anyone can play - ● Casual Games ● Button Smashing Games Biggest Challenge - Bringing Casual Gamers and Hardcore Gamers Together.
  • 24.
    Drawing Difficulty Curves Varioustypes of curves are practiced Each has its own strength and weakness No perfect curve Depends on the Game Design and wise utilization
  • 25.
    Final words onDifficulty Curves There is no right or wrong way in design. Every game have varying curves with respect to their requirement and audience. Be Contextual, to be Meaningful.
  • 26.