the human element in game design

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    Topics

    Designing for players

    When players play

    Critics

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    Who is he?Why he play the violin?

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    To create a great experience, you must do thesame.

    You must know what your audience will andwill not like, and you must know it even betterthan they do.

    You would think that finding out what peoplewant would be easy, but it isnt, because inmany cases, they dont really know.

    They might think they know, but often there isa big difference between what they think theywant, and what it is they will actually enjoy.

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    As with everything else in game design, the

    key here is a kind of listening.

    You must learn to listen to your players,

    thoroughly and deeply.

    You must become intimate with their

    thoughts, their emotions, their fears, and

    their desires.

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    Demographics

    We know that all individuals are each unique,

    but when creating something meant to beenjoyed by vast numbers of people, we have to

    consider ways that groups of people are thesame.

    We call these groups demographics, or

    sometimes market segments.

    There is no official means of establishingthese groups different professions have

    different reasons for grouping them differently.

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    Demographics

    For game designers, the two most

    significant demographic variables are age

    and gender.

    We all play differently as we get older, and

    males and females play differently than one

    another at all ages.

    What follows is an analysis of some of the

    that a game designer has to consider.

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    Age and gender

    03: Infant/Toddler.

    46: Preschooler.

    79: Kids.

    1013: Preteen or Tween . 1318: Teen.

    1824: Young Adult.

    2535: Twenties and Thirties.

    3550: Thirties and Forties.

    50 : Fifties and Up.

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    Five Things Males Like to See in

    Games

    1. Mastery. Males enjoy mastering things.

    2. Competition. Males really enjoy competingagainst others to prove that they are the best.

    3. Destruction. Males like destroying things. Alot.

    4. Spatial Puzzles. Studies have shown thatmales generally have stronger skills of spatialreasoning.

    5. Trial and Error. Males tend to have apreference for learning things through trialand error.

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    Five Things Females Like to See in

    Games

    1. Emotion. Females like experiences that explore therichness of human emotion.

    2. Real World. Females tend to prefer entertainmentthat connects meaningfully to the real world.

    3. Nurturing. Females enjoy nurturing. Girls enjoytaking care of baby dolls, toy pets, and childrenyounger than themselves.

    4. Dialog and Verbal Puzzles. It is often said that what

    females lack in spatial skills they make up for inincreased verbal skills.

    5. Learning by Example. Females tend to preferlearning by example.

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    Psychographics

    When we group people by these external

    factors, we are trying to get at something

    internal: what each group finds pleasurable.

    A more direct approach is to focus less on

    how players appear on the outside and

    more on how they think on the inside.

    This is calledpsychographics .

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    Psychographics

    Some psychographic breakdowns have to do

    with lifestyle choices, such as dog lover,

    baseball fan, or hardcore FPS player.

    These are easy to understand, since they are

    tied to concrete activities. If you are creating a

    game about dogs, baseball, or shooting people

    in tunnels, you will naturally want to pay closeattention to the preferences of each of these

    lifestyle groups.

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    LeBlancs Taxonomy of Game

    Pleasures

    1. Sensation.

    2. Fantasy

    3. Narrative

    4. Challenge

    5. Fellowship

    6. Discovery

    7. Expression

    8. Submission

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    Bartles Taxonomy of Player Types

    1. Achievers want to achieve the goals of the

    game. Their primary pleasure is Challenge.

    2. Explorers want to get to know the breadth of

    the game. Their primary pleasure is Discovery.3. Socializers are interested in relationships with

    other people. They primarily seek the pleasures

    of Fellowship.

    4. Killers are interested in competing with and

    defeating others.

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    shows how the four types neatly cover a sort of space:that is, Achievers are interested in acting on the world,Explorers are interested in interacting with the world,Socializers are interested in interacting with players, andKillers are interested in acting on players.

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    Consider this pattern:

    How did you reach that conclusion?

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    Try this experiment

    Find a friend, and ask them to do these three

    things:

    1. Say the word boast five times. Boast,

    boast, boast, boast, boast.

    2. Spell the word boast out loud. B-O-A-S-T.

    3. Answer this question: What do you put in

    a toaster?

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    Four principal mental abilities

    There are four principal mental abilities that

    make gameplay possible.

    These are:

    modeling,

    focus,

    imagination,

    empathy.