This document discusses key considerations for designing games with a LiveOps strategy focused on long-term engagement and retention of players. Games designed for LiveOps must have evolving progression systems that reward player investment over time to keep them engaged. They also need tools to frequently modify and update content without client patches. Specifically, the document advocates for modular, configurable content and systems that can trigger live events and target experiences differently for new and veteran players. This allows the game to change over the player's lifespan and community experiences to remain fresh.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Twelve Angry Men depicts a jury deliberating the guilt of a defendant in a murder trial. The jury is made up of 12 men with different personalities that impact their views of the case. An assistant football coach acts as the foreman. A stockbroker and European watchmaker are analytical, while a messenger service owner and garage owner are sentimental. Through deliberation, reasonable doubts emerge about eyewitness testimony and circumstantial evidence. In the end, the jury agrees on a not guilty verdict, though the defendant's true guilt is left ambiguous.
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
These slides were used at Winter Nights 2015 Conference in Moscow (http://wnconf.com/) during the speech of Inna Ushakova, CEO ZENNA.
Video: https://youtu.be/yR-Vg23s7F4
http://zennaapps.com/
This document discusses prototyping monetization strategies early in game development. It recommends taking a four step approach: 1) Define the core progression and what can be sold, 2) Ensure the game mechanics, sessions, content and economy can scale for years, 3) Define and tighten triggers that motivate player spending, and 4) Prototype with pacing and monetization mechanics incorporated to test them. The key messages are that monetization should be considered from the start, the game needs a solid base that can sustain long-term player engagement and progression before adding monetization features, and prototyping with monetization elements helps evaluate what works well.
This document discusses key considerations for designing games with a LiveOps strategy focused on long-term engagement and retention of players. Games designed for LiveOps must have evolving progression systems that reward player investment over time to keep them engaged. They also need tools to frequently modify and update content without client patches. Specifically, the document advocates for modular, configurable content and systems that can trigger live events and target experiences differently for new and veteran players. This allows the game to change over the player's lifespan and community experiences to remain fresh.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Twelve Angry Men depicts a jury deliberating the guilt of a defendant in a murder trial. The jury is made up of 12 men with different personalities that impact their views of the case. An assistant football coach acts as the foreman. A stockbroker and European watchmaker are analytical, while a messenger service owner and garage owner are sentimental. Through deliberation, reasonable doubts emerge about eyewitness testimony and circumstantial evidence. In the end, the jury agrees on a not guilty verdict, though the defendant's true guilt is left ambiguous.
This document discusses effective liveops strategies for games. It defines liveops as changes made to games after launch, generally without code changes, such as new items, events, or offers. Key components of liveops discussed include business intelligence, events, and offers/promotions. Good business intelligence is tied to player behavior and generates insights over time. Events can boost engagement or revenues and come in many forms. Offers should utilize player data and tools to message players effectively through various channels. The document stresses the importance of tools that allow modifying the game without needing engineers, and having capabilities like analytics, localization, targeting, and modifying game variables for events.
Don't Call Them Whales: Free-to-Play Spenders & Virtual Value GDC 2015emily_greer
Individual large spenders -- so called "whales"-- form the foundation of the free-to-play business model that has overtaken the game industry in the last few years. This talk from GDC 2015 examines this phenomenon by looking at demographics, play and buying patterns for big spenders on the Kongregate web platform and mobile games, how expectations of game spending and value are formed, and how attitudes toward spenders and spending shape the whole industry -- not just free-to-play.
These slides were used at Winter Nights 2015 Conference in Moscow (http://wnconf.com/) during the speech of Inna Ushakova, CEO ZENNA.
Video: https://youtu.be/yR-Vg23s7F4
http://zennaapps.com/
This document discusses prototyping monetization strategies early in game development. It recommends taking a four step approach: 1) Define the core progression and what can be sold, 2) Ensure the game mechanics, sessions, content and economy can scale for years, 3) Define and tighten triggers that motivate player spending, and 4) Prototype with pacing and monetization mechanics incorporated to test them. The key messages are that monetization should be considered from the start, the game needs a solid base that can sustain long-term player engagement and progression before adding monetization features, and prototyping with monetization elements helps evaluate what works well.
The document compares The Elder Scrolls V: Skyrim and Fallout: New Vegas. It notes that Skyrim has a better atmosphere, is longer, has better graphics, more races, and features dragons. Meanwhile, Fallout: New Vegas has casinos, companions that can be hired, more expansions, multiple possible endings, and a better soundtrack. In the end, it recommends Fallout: New Vegas for those who prefer a post-apocalyptic setting with role-playing choices, and Skyrim for those wanting a medieval fantasy setting with character customization options.
This primer consolidates the previous four that I published right before the League of Legends World Championships 2016.
The primer attempts to introduce the game to new viewers, such that they have a basic understanding to enjoy watching the finals. The primer goes through an introduction of League of Legends ("LoL") and past World Championships. The primer then delves into the basics of a MOBA, and then specifics of LoL. Finally, the primer ends with an overview of the spectator Heads-Up Display ("HUD") that is used by the broadcast.
League of Legends Primer #3 - Understanding MOBAs and League of Legends (Pt. 2)Luc Ryu, CPA, CA, CBV
With the Grand Finals of the League of Legends 2016 World Championships on a few days away, there are bound to be a number of new viewers tuning in for the first time. This Primer is one of many in a series I'll be publishing that are meant to act as a crash-course into understanding League of Legends, and the Grand Finals.
This is the second part of a two-part set of Primers made to help new viewers gain a basic understanding of the gameplay of League of Legends, with a stronger focus on the team-oriented concepts.
In the next upload, we'll go through the spectator system that's used on the broadcast, and how to watch the game.
H.P. Lovecraft was an influential horror fiction writer born in 1890 in Providence, Rhode Island where he also died in 1937. He is famous for his short stories of dark fantasy, science fiction, and gothic tales that used psychological horror to mess with the reader's mind and question their reality. Some of his most famous works included The Call of Cthulhu, The Shadow Out of Time, and At the Mountains of Madness. He created iconic characters like Cthulhu and Dagon who were ancient gods and wrote of a cult called the Order of Dagon trying to bring the ancient ones back to Earth, building an entire world outside of reality.
The American Revolution began as a result of growing tensions between the American colonies and Great Britain. Key events led to the outbreak of war in 1775, including several Acts passed by the British Parliament that taxed the colonies without representation. In response, colonists organized protests and boycotts of British goods. The Declaration of Independence was issued in 1776, declaring the colonies independent states no longer under British rule. The American Revolutionary War ensued as the newly formed American forces fought the British for independence.
Analisi ergonomica di The Fickle Hands of FateMaxime Triveri
Analisi e suggerimenti per il gioco di The Fickle Hands of Fate, dallo sviluppatore Christopher Sacchi, dal punto di vista ergonomico per l'insegnamento di Ergonomia Cognitiva del corso Teorie e Tecnologie della Comunicazione dell'Università degli Studi di Milano.Bicocca
Come si divide il mercato dei videogiochi. I ruoli all'interno di un team di sviluppo. Il documento di design come frame per la creazione di un nuovo progetto videoludico.
SVILUPPO DI VIDEOGIOCHI SU PIATTAFORMA ANDROID: TUTTA LA POTENZA SU DUE DIMEN...Danilo Riso
Into the game. Le basi concettuali. Cosa sono sprites e i tiles. In cosa consistono gli effetti di scrolling e di parallasse. Come si realizzano le animazioni dei fondali e degli sprites . Quali sono gli strumenti adatti per realizzare la grafica, gli effetti sonori? Usare Allegro Sprites Editor, Tiled Map Editor, GiMP, GrafX2. Quali tecnologie scegliere per scrivere un gioco? Panoramica fra gli engine 2D free ed a pagamento attualmente disponibili sul mercato. Introduzione ad uno di questi. AndEngine. Come rendere redditizio lo sviluppo di un gioco. Scelta del target, scelta delle logiche di distribuzione, sceglierlo come veicolo pubblicitario.Impostare e gestire la logica del gioco con AndEngine. Come creare il corretto loop per la gestione del flusso del gioco; Impostazione del GameLoop e corrispondenti azioni. Concetti di multithreading applicati al gamingGestire le animazioni con AndEngine. Come creare grafica ed animazioni e come integrarle ed utilizzarle. Gestire gli eventi e le collisioni sprite-sprite e sprite-background. Impariamo a gestire sprites e tiles. In cosa consistono gli effetti di scrolling, parallasse e come si ottengono. Come si realizzano le animazioni dei fondali e degli sprites.
The document compares The Elder Scrolls V: Skyrim and Fallout: New Vegas. It notes that Skyrim has a better atmosphere, is longer, has better graphics, more races, and features dragons. Meanwhile, Fallout: New Vegas has casinos, companions that can be hired, more expansions, multiple possible endings, and a better soundtrack. In the end, it recommends Fallout: New Vegas for those who prefer a post-apocalyptic setting with role-playing choices, and Skyrim for those wanting a medieval fantasy setting with character customization options.
This primer consolidates the previous four that I published right before the League of Legends World Championships 2016.
The primer attempts to introduce the game to new viewers, such that they have a basic understanding to enjoy watching the finals. The primer goes through an introduction of League of Legends ("LoL") and past World Championships. The primer then delves into the basics of a MOBA, and then specifics of LoL. Finally, the primer ends with an overview of the spectator Heads-Up Display ("HUD") that is used by the broadcast.
League of Legends Primer #3 - Understanding MOBAs and League of Legends (Pt. 2)Luc Ryu, CPA, CA, CBV
With the Grand Finals of the League of Legends 2016 World Championships on a few days away, there are bound to be a number of new viewers tuning in for the first time. This Primer is one of many in a series I'll be publishing that are meant to act as a crash-course into understanding League of Legends, and the Grand Finals.
This is the second part of a two-part set of Primers made to help new viewers gain a basic understanding of the gameplay of League of Legends, with a stronger focus on the team-oriented concepts.
In the next upload, we'll go through the spectator system that's used on the broadcast, and how to watch the game.
H.P. Lovecraft was an influential horror fiction writer born in 1890 in Providence, Rhode Island where he also died in 1937. He is famous for his short stories of dark fantasy, science fiction, and gothic tales that used psychological horror to mess with the reader's mind and question their reality. Some of his most famous works included The Call of Cthulhu, The Shadow Out of Time, and At the Mountains of Madness. He created iconic characters like Cthulhu and Dagon who were ancient gods and wrote of a cult called the Order of Dagon trying to bring the ancient ones back to Earth, building an entire world outside of reality.
The American Revolution began as a result of growing tensions between the American colonies and Great Britain. Key events led to the outbreak of war in 1775, including several Acts passed by the British Parliament that taxed the colonies without representation. In response, colonists organized protests and boycotts of British goods. The Declaration of Independence was issued in 1776, declaring the colonies independent states no longer under British rule. The American Revolutionary War ensued as the newly formed American forces fought the British for independence.
Analisi ergonomica di The Fickle Hands of FateMaxime Triveri
Analisi e suggerimenti per il gioco di The Fickle Hands of Fate, dallo sviluppatore Christopher Sacchi, dal punto di vista ergonomico per l'insegnamento di Ergonomia Cognitiva del corso Teorie e Tecnologie della Comunicazione dell'Università degli Studi di Milano.Bicocca
Come si divide il mercato dei videogiochi. I ruoli all'interno di un team di sviluppo. Il documento di design come frame per la creazione di un nuovo progetto videoludico.
SVILUPPO DI VIDEOGIOCHI SU PIATTAFORMA ANDROID: TUTTA LA POTENZA SU DUE DIMEN...Danilo Riso
Into the game. Le basi concettuali. Cosa sono sprites e i tiles. In cosa consistono gli effetti di scrolling e di parallasse. Come si realizzano le animazioni dei fondali e degli sprites . Quali sono gli strumenti adatti per realizzare la grafica, gli effetti sonori? Usare Allegro Sprites Editor, Tiled Map Editor, GiMP, GrafX2. Quali tecnologie scegliere per scrivere un gioco? Panoramica fra gli engine 2D free ed a pagamento attualmente disponibili sul mercato. Introduzione ad uno di questi. AndEngine. Come rendere redditizio lo sviluppo di un gioco. Scelta del target, scelta delle logiche di distribuzione, sceglierlo come veicolo pubblicitario.Impostare e gestire la logica del gioco con AndEngine. Come creare il corretto loop per la gestione del flusso del gioco; Impostazione del GameLoop e corrispondenti azioni. Concetti di multithreading applicati al gamingGestire le animazioni con AndEngine. Come creare grafica ed animazioni e come integrarle ed utilizzarle. Gestire gli eventi e le collisioni sprite-sprite e sprite-background. Impariamo a gestire sprites e tiles. In cosa consistono gli effetti di scrolling, parallasse e come si ottengono. Come si realizzano le animazioni dei fondali e degli sprites.
2. Utile
Che cosa è la UX?
Desiderabile
Funzionale Accessibile
1
• E’ il risultato dell’interazione dell’utente con il prodotto/servizio.
• Usa la UI per interagire con l’utente.
3. Che cosa è la UX?
2
Business Goal
Customer Goal+
User Interface+
Backend process+
UX è la somma di una
semplice equazione
User experience=
4. •Tool.
Che cosa è la UI?
3
• Un mezzo di comunicazione tra l’utente e il prodotto.
5. Nei giochi, il termine HUD si riferisce al
metodo con cui le informazioni sono
costantemente trasmesse visivamente
al giocatore.
UI nei videogame
4
7. • Ha l’obbiettivo di far immergere il giocatore il
più possibile nella narrazione.
UI Designer
• Comunica l’importanza di un elemento,
dandogli proprietà informative.
• Supporta il Team di sviluppo nella fase iniziale,
così da evitare problemi e ambiguità con la GUI
nelle fasi successive.
6
8. UI: l’evoluzione nei videogame
In passato i giochi non erano caratterizzati da un elemento forte
come la narrativa.
7
9. La UI e gli anni d’oro degli FPS
• Multiplayer
• Combattimenti
• Prime interazioni
• Struttura dei livelli
• Realismo e ambientazione
8
10. UI disegnata con una chiara divisione tra il mondo di gioco e lo stato
dell’avatar. Simile ad una “toolbar”.
1992-Wolfenstein 3d
9
12. Si introduce la narrativa con degli elementi “puzzle game” senza
compromettere l’azione.
Il primo utilizzo della HUD in semi-trasparenza.
1998-Half life
11
14. Le nuove generazioni di console (Xbox one, PS4,Wii U),
ci hanno proposto maggiori dettagli grafici, offrendo più spazio di
interazione con il mondo di gioco.
2000-High definition game
13
19. UI che viene visualizzata al di fuori del mondo di gioco; gli elementi di
informazione sono visibili e udibili ai giocatori nel mondo reale.
UI-Non diegetica
18
23. Meta-Percezioni
La UI si esprime con elementi informativi che trasmettono lo “status” o i sentimenti
dell’avatar al giocatore.
UI-Meta
Meta-Rappresentazioni
La UI si esprime con elementi informativi che fanno parte del mondo di gioco ma che
vengono presentati all’utente in overlay.
22
24. A seconda dell'impostazione immaginaria del gioco, questi tipi di UI
possono fornire molte informazioni al giocatore evitando di rompere
l’esperienza di gioco.
UI-Meta rappresentazioni
23
25. Sono molto utili in situazioni di scene veloci come negli FPS per
informare subito il giocatore.
UI-Meta percezioni
24
29. Propone una classificazione di
gioco e di giochi, in base ai
piaceri primordiali che le
persone cercano quando si
impegnano in tali attività.
La natura del gioco