Wednesday 23 November 2011

Xeodesign: Why we play games: Four keys to more emotion without story

The Player Experience:
"How many emotions can a game create?"
"What makes failing 80% of the time fun?"
"Do people play to feel emotions as well as challenge?"
"Where do they come from?"
"Is it possible to build emotions into games by adding emotion - producing objects or actions rather than cut scenes?"

"To what extent are game designers already doing this?"

Hal Barwood "The joy of figuring it out"

Overview of  Four keys to emotion without story:


"Criteria for four keys:
1. What players like most about playing.
2. Create unique emotion without story.
3. Already present in Ultra popular games.
4. Supported by psychology theory and other larger studies"

Emotions from meaningful challenges, strategies and puzzles


1. Hard Fun
"For many players overcoming obstacles is why they play. Hard Fun creates emotion by
structuring experience towards the pursuit of a goal. The challenge focuses attention and
rewards progress to create emotions such as Frustration and Fiero (an Italian word for
personal triumph)"


"Players who enjoy the Hard Fun of
Challenge say they like:
• Playing to see how good I really am
• Playing to beat the game
• Having multiple objectives
• Requiring strategy rather than luck"

Grab attention from Ambiguity, Incompleteness and detail


2. Easy Fun
"Other players focus on the sheer enjoyment of experiencing the game activities. Easy Fun

maintains focus with player attention rather than a winning condition"

It awakes the curiosity in the player, to discover and find out more about the game world.


"The sensations of Wonder, Awe, and Mystery can be very intense"

Players who enjoy this type of play say they like:

"• Exploring new worlds with intriguing people
• Excitement and adventure
• Wanting to figure it out
• Seeing what happens in the story, even if I have to use a walk through
• Feeling like me and my character are one
• Liking the sound of cards shuffling
• Growing dragons"

Generate emotion with perception, thought, behaviour, and other people
3. Altered States

"Players report that how a game makes them feel inside is one of the major reasons why they
play, or “games as therapy."


"Players whose enjoyment focuses on their internal sate say they like:
• Clearing my mind by clearing a level
• Feeling better about myself

• Avoiding boredom

• Being better at something that matter"

Create opportunities for player competition, cooperation, performance and spectacle
4. The People Factor

"Many player comments centre on the enjoyment from playing with others inside or outside the
game"

"Wisecracks and rivalries run hot as players compete."

"Dominant emotions include Amusement, Schadenfreude, and Naches"


"Players whose enjoyment came from interaction with other people say
that:
• It’s the people that are addictive not the game.
• I want an excuse to invite my friends over.
• I don’t like playing games, but it’s a fun way to spend time with my friends.
• I don’t play, but it’s fun to watch."

People No Longer Play
"I won’t play his games, because someone has to take care of the kids!” –Wife of a Hard Core Gamer



"The onset of job responsibilities and raising families reduces game play turning some hard core gamers into
non-players"

Adults tend not to play games, others reject them because of graphics, content and themes or in players that used to play a lot they don't play now because they are "too addictive"


Emotions During Play





















Conclusion of emotional responses from xeodesign research


"1. Hard fun: Players like the opportunities for challenge, strategy and problem solving
2. Easy fun: Players enjoy intrigue and curiosity
3.Altered Stater: Players treasure the enjoyment from their internal experiences in reaction to the visceral, behaviour, cognitive and social properties.
4.The People Factor: Players use games as mechanisms for social experiences"

"For the game designer, the Four Keys to unlocking emotion in moment to moment game
play offers new opportunities for generating emotion through player choice."

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