The Importance of the Player in Game Design
Transcript of The Importance of the Player in Game Design
The Audience
The audience of a game if the set of groups of players it targets. Examples: “teenage girls”, “students of
IST”, “visitors of a museum”, “football lovers”, “sportive people”
Player? Why?
How to measure the success of a game?
A game is successful if it satisfies the
needs of its (target) audience (players)
Player? Why?
Different players have different needs! Choosing the target players is a crucial step in the game development
You need to know who to please to define the experience
Player? Why?
Player–author “conflict” Balance the author and player intentions
Player intentions
Author intensions
Player? Why?
Player and author contribute together to the experience (in different moments)
Player intensions
Author intensions
Good
Bad
Player Profile
For each group of players identify Motivation
Needs, preferences, interests, expectations, values, fears, dreams
Capabilities References, knowledge, limitations
Context of play Where, with whom and when they will play
Racing Car Game Player Profiles
Motivation Have a nice time with the family
Dreams to drive a car
Capabilities Limitations
Some limitations regarding dexterity and vision
Can deal with complex controls
Knowledge Follows car races on TV, knows famous drivers, has real-life driving experience
Has played driving games, follows gaming news
Context of Play
Family homes At home, when not studying
Type A Type B
Models of Players
Player profiles are crafted with contact with users Can be supported by existent models
Models by Game Genre
Common genres Action Adventure Driving Puzzle
Role-play Simulation Sports Strategy Shooter
Game Genres
Players play the same game differently Genres show the current state of the art
Not good if you want to innovate Show the current users *not* the potential ones
Hardcore vs Casual
Hardcore
Familiar with game conventions Read about games (e.g. magazines, forums) Playing games as a life-style Adapt theirs life to the game Look for challenge Buy a lot of games
Hardcore vs Casual
Casual
Unaware of game conventions Play few games Games must adapt to their life Play to relax and “kill time” Buy few games
Hardcore vs Casual
Literacy Motivation Quantity Hardcore High Challenge Many Casual Low Kill time Few
Players of MUDs (Bartle, 1996)
Hearts, Clubs, Diamonds and Spades
Players
Environment
Socializers
Explorers
Killers
Achievers
Manipulate Interact
Hearts, Clubs, Diamonds and Spades
Socializers Enjoy learning about or communication with other players
Killers Enjoy manipulating other players
Explorers Enjoy interacting with the game world
Achievers Enjoy manipulating the game world
Play Styles
Particular form of play. Patterns of play behaviour.
Achiever Explorer Competitor Director Collector
Creator Storyteller Actor Joker Athlete
Play Personality
Player preference of play styles A player may adopt different play styles
+ Achiever: 60% + Explorer: 30% + Collector: 10%
DGD1 Model
Demographic Game Design 1 Developed by International Hobo Players model based on personality
Myers-Briggs
Build on Player surveys and interviews More than 400 participants
Myers-Briggs
Influence on Game Design (E vs I) - How games are played
Duration of game sessions Sociability Connection with the outside world
Physical components Ex: Dance Dance Revolution (Konami, 2001)
Myers-Briggs
Influence on Game Design (S vs N) - Learning and problem solving
Level of abstraction of challenges Approach to challenge resolution
Trial and error (common sense) vs “Lateral Thinking”
Game progression Complex problems should not stop the progression (S)
Tutorials and help (S, not N)
Myers-Briggs
Influence on Game Design (T vs F) – Motivation to play
Encouragement Rewards and progression
Collectables (aesthetics)
Suggestions and help Deal with failure (“Game Over”)
Don’t punish (F)
Myers-Briggs
Influence on Game Design (J vs P) - Goal-orientation
Goals and progress Victory conditions
Open or closed games
Game structure
DGD1 Model
Thinking
Feeling
Conqueror Manager
Participant Wanderer
Judging Perceiving
(TJ) (TP)
(FP) (FJ)
DGD1 Model
Type 1 – Conqueror (T + J) Needs to “beat” the game in all possible ways
H1 (I) Beat their own limits Failure and frustration is positive
C1 (I + S) Beat the other players The most hardcore of the casual sector
DGD1 Model
Type 1 – Conqueror (T + J) Game characteristics
Fast pace (game progression) Story is irrelevant (C1) or does not give importance to characters (H1) Likes hidden components Online support/extension
Need voice (often complain)
DGD1 Model
Type 2 – Manager (T + P) Need to understand and explore the game
H2 (I) Like to explore strategies Failures are new opportunities to improve the strategy
C2 (I + S) Likes to build artefacts Low tolerance to failure
DGD1 Model
Type 2 – Manager (T + P) Game characteristics
Stable progression Implicit goals, focus on the process The plot is more important than the characters Does not need a strong social component
DGD1 Model
Type 3 – Wanderer (F + P) Seeks new experiences
H3 (I + N) Seeks fantasy Likes to play with “style”
C3 (E + N) The game is just pastime, it cannot…
… irritate, tire, “force to think” Needs progress but without much effort
Share: plays single-player games in pairs
DGD1 Model
Type 3 – Wanderer (F + P) Game characteristics
Slow progression Progression implies new “toys”
Non-linear structure Simple controls Emotional connection with the characters The game is a means to share experiences
May be to talk about unrelated subjects
DGD1 Model
Type 4 – Participant (F + J) Want to participate in a story or social interaction
H4 (E + S) Seek participation in the development of the game and/or story Seek involvement with the real world Favour collaboration
C4 (E + S) ? Seek social entertainment
Implies the same physical space Favours group play (with friends)
DGD1 Model
Type 4 – Participant (F + J) Game characteristics
Game progression connected to the story Emotional connection with the characters Group interactions
Preferably face to face
DGD1 Model
http://ihobo.com/_oldsite/articles/DGD1.shtml
Progression Narrative Social
Conqueror Fast No / Plot Competition
Manager Stable Plot No
Wanderer Slow / novelty Character / emotion
Sharing
Participant Story Character / emotion
Cooperation (in loco)
BrainHex
Synthesis of Survey data
60,000 respondents + DGD1 and DGD2
Neurobiological findings
http://blog.brainhex.com/
BrainHex
Survivor Pleasure of survival
Difficult situations Sense of danger and intensity Fear
Preferable activity Escaping
Just in time
BrainHex
Daredevil Pleasure of taking risks
Likelihood of the risk Consequences Seek and confront danger
Different from survivor that likes to avoid danger
Preferable activity Hunting Invading
BrainHex
Mastermind Pleasure of finding solutions
Complex problems Explore options Define strategies
Preferable activity Solving problems
BrainHex
Conqueror Pleasure of winning
Type and greatness of the win Quality of the adversary
Preferable activity Defeating Competing
BrainHex
Socialiser Pleasure of interacting
Frequency and quality of the interactions Feeling of belonging
Preferable activity Relating to others Helping
BrainHex
Achiever Pleasure of completing goals
Complete tasks Complete collections Difficult of the tasks
Preferable activity Collect
Things Achievements
BrainHex
A player can have more than one strong class (class and subclass)
Ex: Mastermind / Survivor
A player usually also has some weak classes (exceptions)
Player avoid the activities involved Ex: weak seekers hate to have to search for things
The Daedalus Project
The psychology of MMORPG players Nick Yee
Based on players surveys [2003-2009] More than 35000 players
http://www.nickyee.com/daedalus
Conclusions
Game design should be focused on the satisfaction of players’ needs Players have and active role in the creation of the experience There are clear differences in the way people play
Hardcore vs casual Play styles
Conclusions
Different kind of people like different type of games Select the audience of your game Define player profiles to guide the design and development of the game
Player models support the definition of profiles
Consider more than one profile Deal carefully with conflicts/synergies