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.

Slides:



Advertisements
Similar presentations
The Daily 5 in Kindergarten
Advertisements

Confidence in sport Sue Young
Digital Game-Based Learning Why and How it Works.
How to Succeed in Freshman Year Developing Good Study Habits to Last a Lifetime Xavier High School 2011.
Leadership Skills Presentation Luz Myriam Santos Lasso English VII Surcolombiana University 2009.
Entrepreneurs. What makes an Entrepreneur? Come up with a list of characteristics that would make an entrepreneur. Which characteristics do you possess?
15 Powerful Quotes Brighten Your Day.
Child Development. Bellringer: Name a time when you said to yourself, “I’ll never do that again.” Describe the experience. How did you learn from the.
Game Design Serious Games Miikka Junnila.
Patterns in Game Design Chapter 9: Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns CT60A7000 Critical Thinking and.
Honors Eng. 9 Unit 3 Lecture Notes
Writing a website article to give advice
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.
The Elements of Gameplay by Richard Rouse III Ayşegül Bakar.
Chapter 1: What Players Want H. Okan Tekdas N
15 Powerful Habits Make You The Winner!!!.
Tuesdays With Morrie Aphorisms
Thinking Actively in a Social Context T A S C.
Supporting your child with reading.
Telepresence Survey MSP 4446/8446. Demography (n=390): Sex
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
Goal Setting A projected state of affairs that a person plans to achieve A desired end point Desire, Intention, Purpose, Result It has been shown time.
MULTI-PLAYER Barkan TOPRAK. OVERVIEW  Difference between single player games and other pursuits  Single player games: Illusion of another player or.
Bullying GOODNot so Good -Good advice. -Real people. -Possible solutions. -Examples. - help each other when you are stuck. - be bit more responsible.
FCN = Functionality, completeness, Balance. Refinement You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller.
Tuesdays with Morrie Project
CHAPTER 5 : Focus Establishing Focus The Function of the Focus Maintaining Focus Fleshing Out the Focus Changing Focus Sub-Focuses Using Focus.
Copyright © 2009 Frontline Learning LLC. Marketing, Selling and Deploying the Customer Service SkillMap.
Can I get a WOOT WOOT?. WishGoal  What are the differences between wishes and goals? Have an open discussion on the differences and similarities of.
Broadening Horizons Facilitated by: Course Tutor Giselle Ruoss Course Assistant Frances Saggers.
LEARNING POWER (ELLI). To introduce the seven dimensions of Learning Power and ELLI Online To understand more about the research that underpins ELLI To.
EYFS Framework Guide: Ways of Learning
P is For… Current Word: Passion Your Word: Passion Why? I would leave this one the same, due to the fact that I teach middle school students. They are.
Characteristics Wheel
A typical working parent spends just 19 minutes a day with their child/children. This is only enough time to either, eat a quick breakfast together, have.
Multi-Player Uğur Büyükköy. Overview Single-player video games are such a solitary pursuit. Single-player computer games present the illusion of intreraction.
GAME DESIGN Week – 1 Definition / History / Elements.
Family Book Talk May 8, 2014 Who Moved My Cheese?.
The Daily 5 A Guide For Parents.
Parents of young children often experience a great amount of stress, especially when their children misbehave. When parents feel stressed, children sometimes.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Sometimes I feel frustrated because I don’t want to do my work.
Game Design Concept Pertemuan 5 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Here are some computers tips collected from different websites for those member who just started learning computer. I hope these will help you all.
Prasanna Jayanetti Zeropoint IT, Sri Lanka
An entrepreneur is someone who is able to identify opportunities and act on them by entering into a venture (a business enterprise involving some risk)
8 Chapter Emotional and Social Development of Infants Contents
ESL Cultural Differences/Expectations Tutoring Techniques.
CSE4AT3 Design Balancing Continued……………………………… …………………………………………..
Video Game Addiction Are you addicted?.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 15: Role-Playing Games.
Self Management Project MGT 494 Lecture-9 1. Recap Two Experiential Learning Tools – Role Playing – Being Myself THE PYRAMID OF CONTROL 2.
Game Design: Theory and Practice by Richard Rouse III Chapter 1 What Players Want.
Preschool – Emotional Development.
EDUC 8464 – Assignment 2, Part 1 1 Science: LIFE & LIVING EDUC 8464 – Assignment 2 Part 1: Lesson Planning Science: LIFE & LIVING Miss Anderton.
Write down the number that corresponds to where you see yourself at this time. From: AVID Critical Thinking and Engagement: A Schoolwide Approach, ;pg.
Learner Characteristics
WHAT PLAYERS WANT FROM GAMES? -Introduction -Why People Play Games? -What People Want to See?
Kick Off How does the way you express emotions reflect your mental health?
Elements Of GamePlay.
Effective Time Management
Gamification Dynamics, Mechanics and Instructional Design Elements Regina Nelson February 2017 A common language for an instructional design discussion.
SU VOLUNTEER TRAINING Thinking like a child.
GAME DESIGN THEORY & PRACTICE
entrance survey Why are you completing an entrance survey?
K-3 Student Reflection and Self-Assessment
January 2013 Character Education.
B1-B2 Unit Three Lesson 1B Recreation survey.
B1-B2 Unit Three Lesson 1B Recreation survey.
Presentation transcript:

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 expect?

WHAT DO PLAYERS WANT? Part I

Satoshi TAJIRI creator of the Pokemon

Frank CAPRA One of the most popular film directors from the golden age of Hollywood

In common not to make something sell, something very popular, but to love something innate sense, the spark must come from within

What do Game Designers have to do? Designers must have the ability to assess whether something is fun for themselves, combined with the ability to listen to the opinions of others. Analyse successful games Excite the players Come with original ideas

And..... What they generally do? Copy the popular games

According to the book Gamers generally do not want to buy a game that is only a clone of another game

According to me Yeahhh they buy

Here are some examples 1.Diamond Dash (Wooga games) 6.Bejeweled Blitz (PopCap Games) 8.Hoop De Loop Saga (King.com) 14.Bubble Age (Qublix)

WHY DO PLAYERS PLAY? Part II

Players want to.... Challenge Socialize Dynamic Solitary Experience Bragging Rights Emotional Experience Explore Fantasize Interact

Players want a challenge Games force players to think actively, to try out different solutions to problems, to understand a given game mechanism. Challenging games can be learning experiences. In the best games, players will learn lessons through gameplay that can be applied to other aspects of their life.

Players want to socialize Games arose as a communal activity many millennia ago out of a desire to have a challenging activity in which a group of friends and family could engage. People like to play games because they enjoy spending time with their friends and want to engage in a shared activity that is more social than going to a movie or watching TV.

Some people think that all computer games are antisocial but

Origin of games is tied to a social experience

Multiplayer computer games- played either on networked or individual computers games Multiplayer online games “persistent-universe” or “massively multi- player” games

Players want a Dynamic Solitary Experience Sometimes players want to play alone (dynamic and interactive but unsocial experience.)

Players want Bragging Rights When players are victorious at a challenging game, they realize they can do something well, probably better than most people, which makes them feel better about themselves.

Players want an Emotional Experience People want to feel something and it does not necessarily need to be a positive, happy feeling.

Players want to Explore desire to explore new spaces and see new environments curiosity Civilization the investigation of a fantastic world

Players want to Fantasize escape to a different world many people want to be transported to a world more glamorous than their own. there’s something tempting and enticing about engaging in taboo activities.

What Do Players Expect? Part III

Consistent World Understand the Game-World’s Bounds Reasonable Solutions to Work Direction Accomplish a Task Incrementally Be Immersed Some Setbacks a Fair Chance Not Need to Repeat Themselves Not Get Hopelessly Stuck Do, Not to Watch

Players Expect a Consistent World It is the consistency of actions and their results that must be maintained, for an unpredictable world is a frustrating one to live in.

Players Expect to Understand the Game-World’s Bounds When playing a game, players want to understand which actions are possible and which are not.

Players Expect Reasonable Solutions to Work Alternative ways must be working too.

Players Expect Direction players need to have some idea of what they are supposed to accomplish in this game. With a goal but no idea of how to achieve it.

Players Expect to Accomplish a Task Incrementally provide numerous sub-goals along the way clue players in that they are on the right track When there is no positive reinforcement to keep them on that track, players are likely to grow frustrated and try something else.

Players Expect to Be Immersed Have forgotten that they are playing a game at all If there is a bug and their suspension of disbelief will be lost.

Players Expect Some Setbacks game must be challenging enough that they do not succeed right away. a challenge necessarily implies that the players will not succeed at first, and that many attempts must be made to overcome obstacles before they are finally successful.

Players Expect a Fair Chance Players may be able to figure out the proper way to overcome the obstacle through trial and error, but there should be some way to figure out a successful path on their first try.

Players Expect to Not Need to Repeat Themselves There must be new challenges In some repetitive games the challenges presented in any one playing of those games are unique to that playing. Allow save

Players Expect to Not Get Hopelessly Stuck Nothing is more frustrating than playing a game that cannot be won. Under no circumstances should the players be left alive, stuck in a situation from which they cannot continue on with their game. (Level designers)

Players Expect to Do, Not to Watch A failure history of interactive films The entirety of break in the gameplay should not take longer than a minute.

Players Do Not Know What They Want, but They Know When It Is Missing Dont ask them what they want to see in a new game. Have playtesters for analyzing the gameplay and providing constructive feedback about it.