Game Design 1 (2013): Flow theory and how it applies to game design

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Game Design 1 Flow

description

What is flow and how can we use it to inform game design practice.

Transcript of Game Design 1 (2013): Flow theory and how it applies to game design

Page 1: Game Design 1 (2013): Flow theory and how it applies to game design

Game Design 1Flow

Page 2: Game Design 1 (2013): Flow theory and how it applies to game design

What is Flow?

• A theory of the “optimal experience”

• that experience, you all know it - where you lose yourself, time disappears and you are completely immersed in your current activity.

• being in the zone

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• Hungarian psychology professor

• studies happiness and creativity

• his book “Flow: The Psychology of Optimal Experience” (1990) is hugely influential

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Flow

• Csikszentmihalyi was fascinated with artists who would get ‘lost’ in their work.

• But he realised that the same phenomenon was present in other fields - climbing, playing music, playing games, martial arts

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Antecedants for Flow

• One must be involved in an activity with a clear set of goals and progress.

• The task at hand must have clear and immediate feedback.

• One must have a good balance between the perceived challenges of the task at hand and his or her own perceived skills.

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Experience of Flow

• Intense focused concentration on present

• merging of action and awareness

• loss of reflective self-consciousness

• strong sense of personal agency

• distortion of temporal experience

• experience is intrinsically rewarding

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Flow and Games

• Flow has been a key theory within games design since early 2000s.

• Jenova Chen (Journey / Flower / Cloud) helped publicise the theory with his Flow game

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Page 10: Game Design 1 (2013): Flow theory and how it applies to game design

Applying Flow to games

• Characteristic 1: Games should have concrete goals with manageable rules.

• “I'm lost. An NPC just told me what I was supposed to do, but I was distracted by the loot in the middle of the room and the Giant Spiders coming at me from all directions. It doesn't help that that I can't access the NPC anymore, or that all of the rooms in this dungeon are the same shape and color. Lost. I have no idea where to go or how I'm supposed to get there. Fifteen minutes pass before I find the puzzle I need to complete. But now I have no idea which of the 20 quest items in my inventory I should use to solve it. After a while, I give up in frustration.”

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Why concrete goals?

• We have limits on our information processing and attentional capabilities.

• Our problem solving ability is affected by information processing and attentional issues.

• Achievable, concrete goals are rewarding

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Applying Flow to games

• Characteristic 2: Games should only demand actions that fit within a player's capabilities.

• I know I'm supposed to swipe in the opposite direction of the Fiend's attack. This should parry his attack, opening him up for my own counter. But I just can't do it. Whether it is lack of reflexes, or the fact that I just started playing the game, I'm hopelessly inept. I'm also seriously frustrated.

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Why limit demands?

• Stress and performance affect Flow.

• Goal difficulty and player perseverance

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Applying Flow to games

• Characteristic 3: Games should give clear and timely feedback on player performance.

• I did that right, right? Is the axe I just made actually in my inventory? Is this action adding to my enchantment abilities?

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Why feedback?

• Innate learning & conditioning mechanism

• connects actions to goals

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Applying Flow to games

• Characteristic 4: Games should remove any extraneous information that inhibits concentration.

• These animated spell and item icons across the bottom and top of my screen sure look cool! See the particle effects on my Ice Storm spell... Wait -- is someone attacking me?

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Why restrict info?

• Again, inherent limitations on information processing.

• Working memory is 7(ish) items

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Further Reading

• http://j.mp/gd1flow