1 / 29

Games as Experience Engines

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.

wallis
Download Presentation

Games as Experience Engines

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Games as ExperienceEngines • Nikolaj Hyldig • R&D Director • OpenStory Group

  2. MA Communication & Digital Media, AAU • ½ PhD Interaction Design & Games, AAU • Ericsson Research & Innovation Lab • OpenStory Group SpilBar Shareplay Aalborg 08.11.2012

  3. Evolution: Expedientbehaviour • Evolutionary Psychology • Survival necessitates expedient behaviour SpilBar Shareplay Aalborg 08.11.2012

  4. Evolution: Expedientbehaviour • Evolutionary Psychology • Survival necessitates expedient behaviour • Goal & Resource oriented • Learning from experience SpilBar Shareplay Aalborg 08.11.2012

  5. Games as tools for learningexpedientbehaviour • Games as models of the world • Rules • Goals • Resources • Obstacles • Frame SpilBar Shareplay Aalborg 08.11.2012

  6. Evolution: Expedientbehaviour • Evolutionary Psychology • Survival necessitates expedient behaviour • Goal & Resource oriented • Learning from experience • 3rd person perspective SpilBar Shareplay Aalborg 08.11.2012

  7. Presence • We automatically project ourselves into fictional worlds SpilBar Shareplay Aalborg 08.11.2012

  8. Presence • We automatically project ourselves into fictional worlds • Requires optimal challenge SpilBar Shareplay Aalborg 08.11.2012

  9. 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

  10. 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

  11. Qualities of good games • Organisation of information SpilBar Shareplay Aalborg 08.11.2012

  12. Qualities of good games • Clear goals • Specific • Measurable • Actionable • Realistic • Short & long term SpilBar Shareplay Aalborg 08.11.2012

  13. 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

  14. Qualities of good games • Meaningful reward system • Meaningful within the fictional world • Comparable to the challenge overcome SpilBar Shareplay Aalborg 08.11.2012

  15. Qualities of good games • Clear status • Progress • Spatial • Skills • Items SpilBar Shareplay Aalborg 08.11.2012

  16. Qualities of good games • Excessive feedback: instant, continuous, meaningful • Numerical • Graphical • Auditory • Procedural feedback SpilBar Shareplay Aalborg 08.11.2012

  17. 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

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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

  25. Stories • Tool for learning through the experience of others • Goal-oriented structure SpilBar Shareplay Aalborg 08.11.2012

  26. 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

  27. Stories & Games • Solution? SpilBar Shareplay Aalborg 08.11.2012

  28. OpenStory Group • Game world of resources • Goals, plans, actions • Emotion process • Scenarios enable personal influence SpilBar Shareplay Aalborg 08.11.2012

  29. OpenStory Group contact nh@openstorygroup.com SpilBar Shareplay Aalborg 08.11.2012

More Related