How psychology helps design better games (nasscom gdc 2013)

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How Psychology Helps Design Better Games A Journey from the Player to the Features & Game Mechanics

description

Understand the various game theories (bartle, lazzaro, dgd1, etc.) about players and how it could be used in the process of creating a game

Transcript of How psychology helps design better games (nasscom gdc 2013)

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How Psychology Helps Design Better Games

A Journey from the Player to the Features & Game Mechanics

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Who I Am

• H.O.D. Game Design

• G.D. Freelance & Consultant

• Producer

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About Psychology

• Scientific study of mental functions and behaviors

• Understanding individuals and groups

• Perception, cognition, emotion, motivation, personality, relationship, etc.

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Caillois’ Theory

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About Game

“A game is a system in which players aare engaged in an artificial conflict,

defined by rules, that results in a quantifiable outcome.”

Salen & Zimmerman

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Avatar, Character and Puppet

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Emphasis and Empathy

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Campbell’s Hero's Journey

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Story Arc

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Pacing

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Csikszentmihalyi’s Theory of Flow

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Csikszentmihalyi’s Theory of Flow

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Csikszentmihalyi’s Theory of Flow

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Csikszentmihalyi’s Theory of Flow

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Apathy

Apathy

Worry

Anxiety

Arousa

l

Flow

Control

Relaxation

Boredom

Chal

leng

e

Skill

Chosen Constraint

Undergone Constraint

Fiero

Relief

My Theory of Flow

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Bartle’s 4 types of players

Killer Achiever

Socializer Explorer

Action

Interaction

Peop

le

Envi

ronm

ent

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Bartle’s 4 types of players

Killer Achiever

Socializer Explorer

Action

Interaction

Peop

le

Envi

ronm

ent

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Bartle’s 4 types of players

Killer Achiever

Socializer Explorer

Action

Interaction

Peop

le

Envi

ronm

ent

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Bartle’s 4 types of players

Killer Achiever

Socializer Explorer

Action

Interaction

Peop

le

Envi

ronm

ent

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Bartle and Game GenresGame Genre References Bartle Types

FPS Halo, Call of Duty, Half-Life, Crysis Killer, AchieverRPG Darklands, Fallout 1/2, Baldur's Gate Achiever, Explorer

FPS-RPG Deus Ex, BioShock, Mass Effect Achiever, Explorer, KillerOpen-world RPG The Elder Scrolls, Fallout 3, Two Worlds Achiever, Explorer

MMORPG World of Warcraft, EVE Online, Guild Wars Achiever, Explorer, Socializer

MMOG Unreal Tournament, Team Fortress, any FPS multiplayer mode Killer, Achiever

Adventure King's Quest, Myst, The Longest Journey Socializer, ExplorerAction Tomb Raider, Uncharted, Angry Birds Killer, Achiever

Survival-Horror Resident Evil, Dead Space, Amnesia Killer, Achiever

Turn-based Strategy Civilization, Master of Orion, Galactic Civilizations Explorer

Physics Puzzler Half-Life 2, Portal, World of Goo Killer, ExplorerReal-time Strategy Age of Empires, StarCraft, Supreme Commander Achiever, Killer

Flight Simulator Falcon 4.0, Microsoft Flight Simulator X Killer, ExplorerSpace Shooter Wing Commander, Freelancer Achiever, Killer

Music Rock Band, Guitar Hero, Audiosurf Killer, SocializerSimulation SimCity, Balance of Power, Railroad Tycoon Explorer

Social FarmVille, Mafia Wars Socializer, AchieverOnline Gambling Blackjack, Texas Hold-Em Poker Killer, Achiever

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Bartle’s Players Expectations

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4 funny types of players

Killer Achiever

Socializer Explorer

Action

Interaction

Peop

le

Envi

ronm

ent

People Easy

Hard

Serious

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Lazzaro’s 4 types of fun

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Bartle’s 8 types of Motivation

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Marczwski’s User’s Types

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Myers and Briggs’ Type Indicator

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Myers and Briggs’ States of Mind

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Demographic Game Design 1

Conqueror(TJ)

Participant(FJ)

Manager(TP)

Wanderer(FP)

Judging

Perceiving

Thin

king

Feel

ing

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Demographic Game Design 1

Conqueror(TJ)

Participant(FJ)

Manager(TP)

Wanderer(FP)

Judging

Perceiving

Thin

king

Feel

ing

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Demographic Game Design 1

Conqueror(TJ)

Participant(FJ)

Manager(TP)

Wanderer(FP)

Judging

Perceiving

Thin

king

Feel

ing

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Demographic Game Design 1

Conqueror(TJ)

Participant(FJ)

Manager(TP)

Wanderer(FP)

Judging

Perceiving

Thin

king

Feel

ing

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Demographic Game Design 1

Hardcore Casual

Casual Casual

Introversion

Extraversion

Intu

ition

Sens

ing

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Demographic Game Design 1

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Conqueror(TJ)

Hardcore – Hx (IN)

Manager(TP)

Wanderer(FP)

Participant(FJ)

Casual – Cx (IS/ES)

Fun | Progress | Story | Social

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Demographic Game Design 1

Idealist(NF)

Artisan(SP)

Rational(NT)

Guardian(SJ)

Change

Structure

Inte

rnal

s

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Exte

rnal

s

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Demographic Game Design 1

Idealist(NF)

Artisan(SP)

Rational(NT)

Guardian(SJ)

Change

Structure

Inte

rnal

s

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Exte

rnal

s

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Demographic Game Design 1

Idealist(NF)

Artisan(SP)

Rational(NT)

Guardian(SJ)

Change

Structure

Inte

rnal

s

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Exte

rnal

s

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Demographic Game Design 1

Idealist(NF)

Artisan(SP)

Rational(NT)

Guardian(SJ)

Change

Structure

Inte

rnal

s

Exte

rnal

s

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Demographic Game Design 1

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Rational (NT)

Strategic

Idealist (NF)

Diplomatic

Artisan (SP)

Tactical

Guardian (SJ)

Logistic

Flow | Challenge

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CASE STUDY

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ESFP- Simple- Attractive- Curious- Communication- Emotional

Theories Type Features

Playstyle Wanderer (FP) New toys, Characters, Emotions, Interaction through talks

Type of player Cx (ES) Sense of Progression

Temperament Artisan (SP)Tactical, Fun-loving, Realistic,

Unconventional, Spontaneous, Seek stimulation, Prize freedom

Lazzaro Easy Fun Imagination, Discovery, Exploration, Creativity, Uncertainty

Bartle AchieverAccumulating treasure, Points-gathering,

Rising in levels, Status, Hierarchy, Competition

Caillois Mimicry – IlinxImaginary universe; Elaborate, Complex

and surprising; Simulation; InventionMovement, Dizziness, Disorder, Physical

Activities, High speed, Visceral

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MDA

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ADM

Behavior Feelings

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Player’s Journey

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Uncanny Valley

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Uncanny Valley - Graphic

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Uncanny Valley - Mechanic

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Persona

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Game Design Gameloop

Player&

Persona

Flow&

Pacing

Types&

Fun

DGD1 &

MDA

Features&

Game Mechanics

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Conclusion

• Framework

• Heuristic Methodology

• Reduce Risks

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Conclusion

• Not a Miracle Solution

• Game Designers Needed

• Innovate

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Open to others fields

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Thanks

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Questions ?

• Pourlejeu

• Guil_benoit

• Guillaume BENOIT

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