Chapter 1: What Players Want H. Okan Tekdas N11115199.

Slides:



Advertisements
Similar presentations
Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
Advertisements

Digital Game-Based Learning Why and How it Works.
National Coaching Certification Program Roles, Functions & Tasks of a Coach.
Principles of Game Design From Chapter Two in Game Design by Bob Bates.
CS 4730 What is a game? CS 4730 – Computer Game Design.
Why should they care?. A model for motivation  Expectancy  Your expectation about your ability to accomplish the task  Am I capable and prepared to.
Factors that can impact players (Some of) Play Style Play Styles vary, you should encompass as many styles as you can comfortably What Play style affects.
Interactive Storytelling for Video Games Chapter 13: The Argument Against the Supremacy of Player-Driven Storytelling Josiah Lebowitz Chris Klug.
Student Motivation n How do I motivate students to learn?
Introduction to game genres & game design Game critique. What is a game really? What is game design? Game genres. The system - a look at what we can do.
E Simulations and Games for Learning NARRATIVE AND PLAY Jan L. Plass & Jonathan Frye.
Motivation Why are you doing it? These reasons may include a drive, a need, a desire to achieve a goal, a state of being, or an ideal. In human beings,
What is computer science and how can it be helpful in our lives? Introduction to the Art of Computer Science.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 7: Storytelling and Narrative.
Chapter 13: Multi-player Ayşegül BAKAR BTÖ-616 by Richard Rouse III.
What Players Want ? Hazırlayan: Gökhan Akçapınar Eğitsel Bilgisayar Oyunları Tasarımı BTÖ 616 – Bahar Dönemi 2007 (3 kredi) Bilgisayar ve Öğretim Teknolojileri.
Creative, Creativity & Creative Thinking 22 Characteristics of Highly Creative People.
Chapter 12 Instructional Methods
The Elements of Gameplay by Richard Rouse III Ayşegül Bakar.
I think that a good game has to include a deep story line, intensive game play that requires the greater part of the gamers attention, Fast loading times.
Lessons in Another World: Alternative Educational Settings Jennifer Moore GED 628 Summer 2009 Using Massive Multiplayer Online Role Playing /Social Games.
CS 4730 What is a game? CS 4730 – Computer Game Design.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
Ideas from Marilyn Burns
Our Fear of Success By Hector Bonilla. Table of Content ▪ What is Success? ▪ Types of fears ▪ 1. Fear of Success ▪ 2. Fear of Failure ▪ 3. Fear of Unknown.
CS 4730 What is a game? CS 4730 – Computer Game Design.
15 Powerful Habits Make You The Winner!!!.
Conservation District Supervisor Accreditation
Interactive Storytelling for Video Games Chapter 10: Open-Ended Stories Josiah Lebowitz Chris Klug.
Fall 2006CS4455 Functionality, Completeness, and Balance Maribeth Gandy Jeff Wilson
Student Engagement in Online Courses FALL PLANNING 2015.
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
Bell Work. Have you ever watched someone win a game again and again? Do you think that person just has good luck? In many cases, winners have strategies.
Parent Advocacy & Mobilization Workshop M INNEAPOLIS, M INNESOTA S OUTH H IGH S CHOOL N OVEMBER 15, 2014.
Game Outcome The goal of a game is to produce a measurable outcome.
MULTI-PLAYER Barkan TOPRAK. OVERVIEW  Difference between single player games and other pursuits  Single player games: Illusion of another player or.
CHAPTER 5 : Focus Establishing Focus The Function of the Focus Maintaining Focus Fleshing Out the Focus Changing Focus Sub-Focuses Using Focus.
 Prominent AI Reseacher  Colleague of Alan Turing at Bletchley Park  1992 Paper: ◦ Turing’s Test and Conscious Thought Turing’s Test and Conscious.
Topics for Today Task planning for non-player characters Coping with player character interactions and their effect on narrative In Hamlet on the Holodeck,
Teach writing Group Why we need to teach writing? Ten Reasons Why Students Should Write? a. Main reason: Students learn English by writing it. b.
CHAPTER 1 WHAT DO PLAYERS WANT? ESRA ALPAY. OUTLINE OF PRESENTATION 1. Overview of “what do players want?” 2. Why do players play? 3. What do players.
Copyright © 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley Chapter 11 Understanding Randomness.
Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D. Later parts are from Jesse Schell’s slides.
Multi-Player Uğur Büyükköy. Overview Single-player video games are such a solitary pursuit. Single-player computer games present the illusion of intreraction.
CSE1GDT Gameplay Mechanics. Core Mechanics The exact definition of the gameplay rules –It doesn’t matter where these rules are, just that you know them!
The other day I played a typing game on popcap.com… I got really far and did really well, and there came a point where I got bored.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Game Design Concept Pertemuan 5 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Helping Our Children To Achieve Welcome Maths is FUN!
8 Chapter Emotional and Social Development of Infants Contents
Artificial Intelligence in Games
CSE4AT3 Design Balancing Continued……………………………… …………………………………………..
Interactive Storytelling for Video Games Chapter 1: Game Stories, Interactivity, and What Players Want Josiah Lebowitz Chris Klug.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games.
Genres of Games Pengantar Teknologi Game. Genres of Games 1.Action Games 2.Strategy Games 3.Role-Playing Games 4.Sports Games 5.Vehicle Simulations 6.Construction.
Game Design: Theory and Practice by Richard Rouse III Chapter 1 What Players Want.
The Design Process Dr. Héctor Muñoz-Avila Assigned readings: Preface, Chapters 1 & 2, Lord Rings.
The 10 Commandments of Improv
+ Game Design Concepts. + Game Development – Getting Started Step 1: Generate an Idea The first step in the game design process is coming up with an idea.
Unit 2 Do Now #5 On Managebac. Think of places where there are advertisements and what kind of advertisements are found there.
Our Co-Teaching Experiences Hamish Rolls, Jo Kyeongseon Hogye Middle School.
WHAT PLAYERS WANT FROM GAMES? -Introduction -Why People Play Games? -What People Want to See?
Story composition Pt. 2 Game Design.
Literature Circles Ideas for sharing tools. Sharing Tools A tool should usually take 20 minutes or less to create It needs to actively involve all group.
ICS 699 – Sony PlayStation Game Programming Project -Matthew Sharritt.
Elements Of GamePlay.
Managing Change John Collins.
Gamification Dynamics, Mechanics and Instructional Design Elements Regina Nelson February 2017 A common language for an instructional design discussion.
GAME DESIGN THEORY & PRACTICE
CIS 487/587 Bruce R. Maxim UM-Dearborn
Presentation transcript:

Chapter 1: What Players Want H. Okan Tekdas N

What we are going to cover today is Why Do Players Play? What Do Players Expect?

Why Do Players Play? Players want; – Challange – To socialize – Dynamic Solitary Experience – Bragging Rights – Emotional Experience – To Explore – To Fantasize – To Interact

Players Want a Challange One of the primary motivating factor for single-player games Forces players to think actively – To try out different solutions to problems – To understand a given game mechanism Can be learning experiences

Players Want to Socialize Okey, Batak, Monopoly, Scrabble... Death-match style games; – Doom, Half Life, Halo... Adaptations of single-player games Mostly played over LANs Less opportunity to chat Massively Multi-player games; – WoW, Ultima Online, Knight Online... Tend to be Role-playing games Tend to be played over Internet Greater opportunity to chat

Players Want a Dynamic Solitary Experience Some players like to engage in by themselves An experience that reacts to them as a human – Artificial Intelligence Out of conversation topic: 'Quake 3 Arena' Bots Evolve World Peace After Four-Year War On Pirate's Server'Quake 3 Arena' Bots Evolve World Peace After Four-Year War On Pirate's Server

Player Wants Bragging Rights To win respect High-score table – tremendous incentive Tremendous sense of self-satisfaction – Makes them feel better about themselves

Players Want an Emotional Experience Limited emotional ranges; – Excitement/tension during a conflict – Despair at repeated failure – Sense of accomplishment when succeed Expanding into more unexplored and uncharted emotional territory???

Players Want to Explore One of the main motivating forces Rich experience that games excel at in a way no other media can.

Players Want to Fantasize Many people want to be transported to a more glomarous world – Be someone more exciting – computer games players have chance to live those lives themselves No need to eat, get sleep, or having bath Enables to engage in socially unaccaptable behaviour Fantasize about events in history

Players Want to Interact Limited interaction in; – Watching tv, reading book, or going to concert

What Do Players Expect? A Consistent World To Understand the Game World’s Bounds Reasonable Solutions to Work Direction To Accomplish a Task Incrementally To be Immersed Some Setbacks A Fair Chance To Not Need to Repeat Themselves To Not Get Hopelessly Stuck To do, Not to Watch

Player Expect a Consistent World Having no expectations of what will happen – frustrate and confuse players Consistency of actions and results must be maintained

Players Expect to Understand the Game-World’s Bounds Players want to understand which actions are possible Once understand, they don’t want new, unintuitive mechanisms

Players Expect Reasonable Solutions to Work When a proven solution fails to work, it frustrates players Always multiple solutions in the real-world Designer should make sure both solutions work equally – otherwise players will be irritated

Players Expect Direction Players need to have some idea of what they are supposed to accomplish Usually do not play games in order to simulate real life SimCity – Goal-less game – Like playing Legos

Players Expect to Accomplish a Task Incrementally Players like to know that they are on the right track toward accomplishing the goal Sub goals are neccessary to clue players in that they are on the right track Players get frustrated when there is no positive reinforcement Khalim’s Will (Diablo II Quest) – The quest is completed when players transmute Khalim's lost relics(Eye, Brain, Heart, Flail) into Khalim's Will and use it to smash the Compelling Orb in the Temple of Light in Travincal, opening the way to the Durance of Hate, Mephisto's lair

Players Expect to Be Immersed “Suspension of disbelief” – the point when a piece of art can be its most affecting on its audience – Game crashes – Glitches – Game bugs – Denial of reasonable solutions – Complex GUI’s

Players Expect Some Setbacks Challenges – Attempts must be made to overcome obstacles – Players should recognize why what they were attempting failed Let players win a bit at the beginning – it sucks players into game Then diffuculty must be increased – it keep them playing

Players Expect a Fair Chance There should be some way to figure out a successful path on first try It must be possible for players to make it through on their first try without dying

Players Expect to Not Need to Repeat Themselves King of repetitive gameplay – Tetris Key component that make repetition acceptable; – Game mechanics – Various permutations Allow players to save games – Autosaves – checkpoint savings

Players Expect to Not Get Hopelessly Stuck Nothing is more frustrating than playing a game that cannot be won There must be at least one method that can save player from getting stuck whether difficult or not

Players Expect to Do, Not to Watch They can be useful tools for communicating game’s story Cut-scenes should be stripped down and minimized The quality of the cut-scene really does not matter

Players Do Not Know What They Want, but They Know When It Is Missing Gamers know when they are having a good time Playing games does not mean to have qualification to critique raw game ideas Feedbacks should be obtained when the game is ready