Immersive Design: lessons from game designers Raph Koster, President of.

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Presentation transcript:

Immersive Design: lessons from game designers Raph Koster, President of

You sick of hearing about games? –Me too, honestly. –But instead of giving you the obvious, I thought I would share some interesting lessons from game design –Maybe these will inform your web design. –Maybe not.

Stuff everyone has heard of –Ratings –Rankings and ladders –Positive feedback cycles –Public profiles I’m not going to talk about these.

The average is below average Skill is required for just about all tasks. Be sure to give scope for typical users in all competitive frameworks.

Nobody reads the manual Co-opt existing muscle memory and habits to make interfaces comprehensible.

Older men act like women Consider the effect of age on your audience.

Cozy worlds Design for the right size, not for the biggest size; bigger is not better.

Do it everywhere Users build mental models based on what you present; they expect consistency in the model and regard anything else as a bug.

Casual gamers can be hardcore “Hardcore” is a term referring to investment in a hobby, and not the nature of the hobby. If you have no hardcore, you’re doomed. And if you treat everyone as casual, you’re also doomed.

Audiences kill genres

Adaptive difficulty has pitfalls You want people working at the margin of ability, not in comfort. Fun comes from the risk of failure. If you scale difficulty to a user, don’t scale it to where they cannot make a mistake.

Bottomfeeding Repetitive tasks for fixed reward always suck. Anything that you use a “macro” for needs to be examined.

Cameras convey psychology 3 rd person conveys objectification of tokens; 1 st person conveys sense of self. Angles up and down also matter.

Avatars are filters Nobody likes being only one person. We are large, we contain multitudes.

Never ramp smoothly

They chase the carrot Choose your incentive structures very carefully; be sure to incentivize all desired behaviors.

Democracy fails in small groups Your ideals may not have any place here. Pay attention to the lessons of anthropology and choose the governance model that matches your scale.

Free assignment of guild roles Create a permissions-based system for maximum flexibility, rather than assuming what structures users want.

There’s three kinds of rules The ones you document, the ones that they use, and the ones that there’s a social contract for. As a developer, you design all three.

The map is not the territory In fact, often it’s not even the map.

Content will kill you

Dunbar’s Number applies Partition on 150. Support groups that size. Provide group subdivision tools. Optimal size may be

Unpredictable policing It’s more effective to randomly ban large swaths of folks, and appear capricious, than it is to be measured.

People are lemmings The copycat effect is very powerful; only publicize behavior that you want imitated.

They also make shit up Provide partially submerged material that users can hang myth on.

Don’t make your bounties a high score table Negative reputation always trends towards chaos, particularly with the ability to reset via a new account. Positive rep system start chaotic, then stabilize.

Players need to know they will see each other tomorrow Properly socialized behavior relies on “iterative tit for tat” interaction strategies. This requires that the opponent be human, and that there be an expectation of future interaction.

Make games gamers like The mass market lies through the hardcore.

Topple your kings You have to reset games of persistent accumulation, because the rich get richer.

Play when not there Social complexity increases based on economic participation. You need people to be economic participants even when not actively present.

Guildies are less important Weak ties maintain overall community cohesion better than strong ties; tight groups migrate en masse. Find things that bridge cultural gaps, or create weak interdependencies.

Guild initiation ceremonies Users value rituals: scheduled info release, community rituals, holidays, ceremonies, etc.

Balance is overrated Finding flaws or rough edges in systems makes users feel clever; you need to plan to include minor advantages in order to delight them.

Rails are good Do linear first, and expressive later. You must give on-ramps to higher-end stuff; and you’re always wrong about how sophisticated the user is.

PvP is always an elder game Do collaborative activity first, and provide an on-ramp to competitive activity. It’s an important feature for devotees but new users will feel inadequate.