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Games as Experience Engines. Nikolaj Hyldig R&D Director OpenStory Group. MA Communication & Digital Media, AAU ½ PhD Interaction Design & Games, AAU Ericsson Research & Innovation Lab OpenStory Group. SpilBar Shareplay Aalborg 08.11.2012. Evolution: Expedient behaviour.

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slide1
Games as ExperienceEngines
  • Nikolaj Hyldig
  • R&D Director
  • OpenStory Group
slide2
MA Communication & Digital Media, AAU
  • ½ PhD Interaction Design & Games, AAU
  • Ericsson Research & Innovation Lab
  • OpenStory Group

SpilBar Shareplay

Aalborg

08.11.2012

slide3
Evolution: Expedientbehaviour
  • Evolutionary Psychology
  • Survival necessitates expedient behaviour

SpilBar Shareplay

Aalborg

08.11.2012

slide4
Evolution: Expedientbehaviour
  • Evolutionary Psychology
  • Survival necessitates expedient behaviour
    • Goal & Resource oriented
    • Learning from experience

SpilBar Shareplay

Aalborg

08.11.2012

slide5
Games as tools for learningexpedientbehaviour
  • Games as models of the world
    • Rules
    • Goals
    • Resources
    • Obstacles
    • Frame

SpilBar Shareplay

Aalborg

08.11.2012

slide6
Evolution: Expedientbehaviour
  • Evolutionary Psychology
  • Survival necessitates expedient behaviour
    • Goal & Resource oriented
    • Learning from experience
    • 3rd person perspective

SpilBar Shareplay

Aalborg

08.11.2012

slide7
Presence
  • We automatically project ourselves into fictional worlds

SpilBar Shareplay

Aalborg

08.11.2012

slide8
Presence
  • We automatically project ourselves into fictional worlds
  • Requires optimal challenge

SpilBar Shareplay

Aalborg

08.11.2012

slide9
Presence
  • We automatically project ourselves into fictional worlds
  • Requires optimal challenge
    • Game mechanics provide

optimal challenge

    • Access to game mechanics

need to be optimal

  • Ie: challenge from the game,

not from interacting with it

SpilBar Shareplay

Aalborg

08.11.2012

slide10
Qualities of good games
  • Core Mechanics: the singular interactions with the game
    • ‘walk’, ‘pick up’, ‘aim’, ‘shoot’
  • Core mechanics need to be fun!
  • Corresponds to good Interaction Design!
    • Content of the game should challenge the player
    • It should not be challenging to interact with the content
  • Example: walking
    • Realistic: tapping two buttons alternatively, one for each foot
    • Problem: effort without any meaningful impact on the game world
    • Bigger problem: it does not match the experience of walking – our natural mental focus is on navigating environment, not on moving feet
    • Better solution (simpler): map walking to analogue stick, emphasizing directional navigation of environment
    • Running however does take a bit of effort, implemented in GTA as the need to tap a button in order to accelerate to maintain running speed

SpilBar Shareplay

Aalborg

08.11.2012

slide11
Qualities of good games
  • Organisation of information

SpilBar Shareplay

Aalborg

08.11.2012

slide12
Qualities of good games
  • Clear goals
    • Specific
    • Measurable
    • Actionable
    • Realistic
    • Short & long

term

SpilBar Shareplay

Aalborg

08.11.2012

slide13
Qualities of good games
  • Clear goal progress
    • Present goal
    • Tell why it matters
    • Tell where to go (actionable next steps, to get the player going)
    • Tell how to achieve it (actionable next steps)
    • Give proof of completion [feedback]
    • Give reward

SpilBar Shareplay

Aalborg

08.11.2012

slide14
Qualities of good games
  • Meaningful reward system
    • Meaningful within the

fictional world

    • Comparable to the

challenge overcome

SpilBar Shareplay

Aalborg

08.11.2012

slide15
Qualities of good games
  • Clear status
    • Progress
    • Spatial
    • Skills
    • Items

SpilBar Shareplay

Aalborg

08.11.2012

slide16
Qualities of good games
  • Excessive feedback: instant, continuous, meaningful
    • Numerical
    • Graphical
    • Auditory
  • Procedural feedback

SpilBar Shareplay

Aalborg

08.11.2012

slide17
Qualities of good games
  • Marc LeBlanc: Mechanics – Dynamics – Aesthetics
  • 8 Qualities (8 kinds of fun)
    • Sensation: Game as sense-pleasure
    • Fantasy: Game as make-believe
    • Narrative: Game as unfolding story
    • Challenge: Game as obstacle course
    • Fellowship: Game as social framework
    • Discovery: Game as uncharted territory
    • Expression: Game as soap box
    • Submission: Game as mindless pastime

SpilBar Shareplay

Aalborg

08.11.2012

slide18
Qualities of good games
  • World of Warcraft
    • Sensation: Game as sense-pleasure

The graphics of WoW present the player with detailed exotic locations

    • Fantasy: Game as make-believe

WoW offers a rich alternative universe to imagine walking around in and interacting with

    • Narrative: Game as unfolding story

The gameplay in WoW is placed in a detailed narrative frame, giving deeper meaning to the actions of the player

    • Challenge: Game as obstacle course

WoW is filled with challenges serving as opportunities for the player to exercise his creative problemsolving skills

SpilBar Shareplay

Aalborg

08.11.2012

slide19
Qualities of good games
  • World of Warcraft
    • Fellowship: Game as social framework

The Multiplayer aspect of WoW makes it a highly social game, where the toughest challenges can only be overcome by teaming up with other players

    • Discovery: Game as uncharted territory

The vast gameworld in WoW offers an abundance of opportunities for exploring diverse and exotic locations

    • Expression: Game as soap box

The possibility to endlessly customise the player character forms the basis for expression of identity

    • Submission: Game as mindless pastime

The repetition of “grind” and constant supply of new challenges makes WoW a game it is easy to lose oneself in

SpilBar Shareplay

Aalborg

08.11.2012

slide20
Qualities of good games
  • Desirable states, Professor Steven Reiss
    • Acceptance, the need for approval
    • Curiosity, the need to learn
    • Eating, the need for food
    • Family, the need to raise children
    • Honor, loyalty to the traditional values of one's group
    • Idealism, the need for social justice
    • Independence, the need for individuality
    • Order, the need for organized, stable, predictable environments
    • Physical activity, the need for exercise
    • Power, the need for influence of will
    • Romance, the need for sex
    • Saving, the need to collect
    • Social contact, the need for friends (peer relationships)
    • Status, the need for social standing/importance
    • Tranquility, the need to be safe
    • Vengeance, the need to strike back/to win

SpilBar Shareplay

Aalborg

08.11.2012

slide21
Qualities of good games
  • Aesthetic qualities, Abraham Maslow
    • Wholeness (unity)
    • Perfection (balance and harmony)
    • Completion (ending)
    • Justice (fairness)
    • Richness (complexity)
    • Simplicity ( essence)
    • Liveliness (spontaneity)
    • Beauty (rightness of form)
    • Goodness (benevolence)
    • Uniqueness (individuality)
    • Playfulness (ease)
    • Truth (reality)
    • Autonomy (self-sufficiency)
    • Meaningfulness (values)

SpilBar Shareplay

Aalborg

08.11.2012

slide22
EmotionalExperience
  • Emotion/motivation system (EMS) guides behaviour:

Joy Condition: reaching goal, Motivation: keep doing it

Anger Condition: intentional hindrance, Motivation: remove hindrance

FearCondition: Goal threatened, Motivation: avoid threat

SorrowCondition: loss of goal, Motivation: apathy

SpilBar Shareplay

Aalborg

08.11.2012

slide23
EmotionalExperience
  • Emotion/motivation system (EMS) guides behaviour:

Joy Condition: reaching goal, Motivation: keep doing it

Anger Condition: intentional hindrance, Motivation: remove hindrance

FearCondition: Goal threatened, Motivation: avoid threat

SorrowCondition: loss of goal, Motivation: apathy

  • Experience of emotion: 3 dimensions
    • The situation
    • Physical arousal
    • Urge to act

SpilBar Shareplay

Aalborg

08.11.2012

slide24
EmotionalExperience
  • Emotion/motivation system (EMS) guides behaviour:

Joy Condition: reaching goal, Motivation: keep doing it

Anger Condition: intentional hindrance, Motivation: remove hindrance

FearCondition: Goal threatened, Motivation: avoid threat

SorrowCondition: loss of goal, Motivation: apathy

  • Experience of emotion: 3 dimensions
    • The situation
    • Physical arousal
    • Urge to act
  • Emotional intensity
    • Urgency
    • Difficulty
    • Seriousness

SpilBar Shareplay

Aalborg

08.11.2012

slide25
Stories
  • Tool for learning through the experience of others
  • Goal-oriented structure

SpilBar Shareplay

Aalborg

08.11.2012

slide26
Stories & Games
  • Stories are focused on people: breadth of emotion
  • Games are personal: intensity of emotion
  • Video games: merging stories and games, but…

SpilBar Shareplay

Aalborg

08.11.2012

slide27
Stories & Games
  • Solution?

SpilBar Shareplay

Aalborg

08.11.2012

slide28
OpenStory Group
  • Game world of resources
  • Goals, plans, actions
  • Emotion process
  • Scenarios enable personal influence

SpilBar Shareplay

Aalborg

08.11.2012

slide29
OpenStory Group

contact

[email protected]

SpilBar Shareplay

Aalborg

08.11.2012

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