A PRACTICAL GUIDE TO WINNING AND LOSING HOW PLAYERS DEAL WITH SHAME, GLORY, AND EACH OTHER GAME LECTURE JONAS HEIDE SMITH
AGENDA THE THEORY OF WINNING AND LOSING THE REALITY OF PLAY WHAT YOU NEED TO DO
WHAT DO PLAYERS WANT? 1: A Challenge 2: To socialize 3: A dynamic solitary experience 4: Bragging Rights 5: An emotional experience 6: To explore 7: To interact RICHARD ROUSE TO WIN?
HOW DO PLAYERS BEHAVE? “[letting] the objective guide our behaviour in the game [is] the basic transaction we make with Games” “Gamers’ own thinking about styles of play and the identities they underwrite are a conflation of design characteristics and emergent culture of the context of the MMOG they inhabit, situated within the myriad of contexts they themselves encounter with others, with some configurations of constructs evoked for sense- making in some social/material contexts, other configurations evoked in order to explain others. They are therefore complicated and necessarily messy.” GREG COSTIKYAN CONSTANCE STEINKUEHLER
HOW DO PLAYERS BEHAVE? Rational Player model (Game-centered approach) Active Player model (Player-centered approach) Game design Game studies
GOALS Ultimate Proximate OBJECTIVE GOALSSUBJECTIVE GOALS
AGENDA THE THEORY OF WINNING AND LOSING THE REALITY OF PLAY WHAT YOU NEED TO DO
A STUDY OF PLAYER BEHAVIOUR Mashed: Drive to Survive Champions of Norrath Fifa 2004 Fully competitive Semi-cooperativeFully cooperative
A STUDY OF PLAYER BEHAVIOUR
Player 1: ()... Sådan! Nu ved jeg hvordan man gør. Det er bare r1 lige så snart I har et våben. Player 2: (kigger på sin controller) Player 1: Bare den her (viser knap på controller) Player 2: Okay Player 3: Hvad så bruger man det? Player 1: Så bruger man sit våben Player 2: Det synes jeg ikke fungerer () Player 1: () Player 3: Nå det virkede meget fint, nå okay Player 1: He. Arrh come on (ærgerlig, læner hovedet tilbage). Pis. Jeg glemmer hele tiden det der fucking sving. Observation of model- contradicting behaviour Statistical test of relationship between code and game Reflections on code function and particular instances 3 types of test
Do players want to win? Yes, but fairly Victory should not be a consequence of information assymetry
Magic circles?
How do you win and lose? Previous research suggests: Conspicuous self-handicap Goal redefinition
How do you win and lose?
My research supports the idea that: Losers become very frustrated
SUPERIOR PLAYERS Play to win Nobility handicap Visible sacrifice Concrete handicap
How do you win and lose? Rational play is mitigated by verbal communication.
But the ”game contract” defines the inter- player relationship
What have we learned? Players understand and accept objective goals Players seek a level playing field Winners may handicap themselves Losers may lose interest (or redefine the game goals)
AGENDA THE THEORY OF WINNING AND LOSING THE REALITY OF PLAY WHAT YOU NEED TO DO
Study the dynamics of goal redefinition Study the effects of group size Study the effects of competitiveness (vs. casualness) Study how player perceptions match player behaviour Study the effects of gender distribution
WHAT YOU NEED TO DO Design interesting handicaps for superior players Design interesting activities for inferior players
Thanks for your attention