cross-media social game experiences

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Killzone 2 for the playstation 3 and killzone.com pair up to deepen the game experience. Using the web and console platforms to make use of their strengths and possibilities Killzone 2 offers a more immersive game environment. With a cross-platform strategy game developers can further extend the gameplay, even after the title has been released.

TRANSCRIPT

Cross-media social game experiencesKillzone 2 & killzone.com

Tip: view the notes for the full transcript

Reinoud Bosman

» Information Architect / Interaction Designer / User Experience Consultant

» Interactive design (mostly web) / usability / internet strategy

» Amsterdam / Sydney / Tokyo / Los Angeles / Berlin

» Web sites / mobile internet / PS3

» Advertising / Government / NGOs / Healthcare / BMFC

» Intereaction design lead on Killzone.com

KILLZONE.COMDesign

Killzone.com

»Next generation website

»Build an Online community

»Support and extend the Game experience

» Integrated with PS3

HISTORYFPS

Castle Wolfenstein (1992)

Doom (1993)

Quake 2 (1997)

Clans

Half life (1998) & Counter strike (1999)

Enhanced multiplay

Killzone (2004)

» First-person shooter for PlayStation 2®

» Developed by Netherlands-based Guerrilla Games

» War on in the near future between Earth forces (the ISA) and the separatist Helghast

» Included multi-player but no success because ofseparately sold PS2 hardware

» Liberation for Playstation Portable ® (2006)

Killzone 2 (2009)

» Single player mode (story line) & Multi player mode» Launch: 25 Feb (Europe), Killzone.com 19 Feb» Badges

» Engineer (repair (open), place sentry turrets)» Medic (heal, revive)

» Character development» Ribbons (e.g. Distinguished Service cross: 50+ hours online)» Ranks (e.g. General: top 10% world-wide players)

» Squads & Clans» Squads: (in-game) see location of squad-members and communicate» Clans: (online) find friends and join a group to play together

EMOTIONDesign for

The 4 Fun Keys30 emotions from gameplay

Putting Emotion into Play ™

XEODesignwww.xeodesign.com

© 2008 XEODesign, Inc.

Hard FunFiero

People FunAmusement

Easy FunCuriosity

Serious FunRelaxation

emotion < choice < mechanic > choice > emotion

whitepapers: xeodesign.com

Designing a cross-media social game experience

1. Deepen the experience (make it more fun!)2. Create cross-over points3. Activate the community

Designing a cross-media social game experience

1. Deepen the experience (make it more fun!)2. Create cross-over points3. Activate the community

1. Deepen the experience Primary qualities of games

»Representation» Interaction»Conflict»Safety

Chris Crawford, The Art of Computer Game Design

1. Deepen the experience Game qualities of killzone.com

»Representation» Interaction

Allowing the user to explore the results of their actions within the game space

»Conflictnot the conflict within the game, but the competition between people

»Safety

INTERACTIONDesign for

Interactions in killzone.com»Killzone 2 multiplayer has a number of » results after each game played, e.g.:

» Who wins, who loses» Which objectives were achieved» The amount of points won or lost» Who killed who when with what

»Capturing these results and storing them in an online environment for competitors to review allows players to boast their achievements: bragging rights

Bragging-rights

Who wins, who loses

Which objectives were achieved

The amount of points won or lost

Who killed who when with what

Bragging-rights

Who wins, who loses I won xx times!

Which objectives were achieved What I had to do to win

The amount of points won or lost I’m in a higher position than you (because I win so much)

Who killed who when with what How I won

Visualize competitive results

»Leaderboards / Hi-scores» Show how well you are doing compared to everyone else

»Tournament results & features» Putting players in the spotlight, lifting them to the top of the community

»Weapon & kill statistics» Showing prowess and skills of individual players

Media Catalyst.

Media Catalyst.

Media Catalyst.

Visualize competitive results

»Leaderboards / Hi-scores» Show how well you are doing compared to everyone else

»Tournament results & features» Putting players in the spotlight, lifting them to the top of the community

»Weapon & kill statistics» Showing prowess and skills of individual players

Media Catalyst.

Media Catalyst.

Visualize competitive results

»Leaderboards / Hi-scores» Show how well you are doing compared to everyone else

»Tournament results & features» Putting players in the spotlight, lifting them to the top of the community

»Weapon & kill statistics» Showing prowess and skills of individual players

Media Catalyst.

Media Catalyst.

COMMUNITYDesign for

Key roles in online communities

» The star Everyone wants to be friends with

» The opinion leader High quality content producer

» The connector Person with many connections

» The addict Very high participation in community

Laurent Goffin, Building the Social Web Experience

» The star Generals (top 10% players)Tournament winners

» The opinion leader Forum discussion leaders

» The connector Clan leaders

» The addict Hard-core gamer

Key roles in online communities

Share your experiences

»From the game, get the data that re-inforce the bragging rights and display them in the online environment

»To share them with other people» Your social group (i.e. your clan)» Your opponents (everybody else)

Media Catalyst.

Media Catalyst.

Communicate about achievements

»Communicate to share experiences (within your social group). To talk about events in and around the game, e.g.» In-game chat (during play)» Online forums (in-between playing)» Messaging system

»Communicate to progress the achievements. To gain a better position compared to your opponents» Challenge other players/clans» Invite players to your clan» Schedule battles & events

Media Catalyst.

EXPERIENCESExtend

Putting Emotion into Play ™

XEODesignwww.xeodesign.com

© 2008 XEODesign, Inc.

The 4 Fun Keys30 emotions from gameplay

Hard FunFiero

People FunAmusement

Easy FunCuriosity

Serious FunRelaxation

emotion < choice < mechanic > choice > emotion

whitepapers: xeodesign.com

The web extends gameplay

Slice & dice player statistics to create new levels of competition» Player interaction > lead / compete > relationships

Create player profiles & friends lists» Personalize > self expression > relationships

Web development never stops

»New gameplay additions, after public release

»Continuous releases

» Interaction with your community

»Extended shelf-life for your games

Extend gameplay into the future

??» Player interaction > mentor > relationships (People Fun)

??» Practice> learning > values (Relaxation)

Or a completely different model» … > … > ...?

How can you extendyour [insert product here] experience?

Reinoud Bosmanreinoud[dot]bosman[a]gmail[dot]com

Full presentation available onhttp://www.slideshare.net/ReinoudBosman/crossmedia-social-game-experiences

Thank you

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