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Ch. 4 – Understanding Your Player Sahajmeet Bhutta.

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Presentation on theme: "Ch. 4 – Understanding Your Player Sahajmeet Bhutta."— Presentation transcript:

1 Ch. 4 – Understanding Your Player Sahajmeet Bhutta

2 Objective Understand that all players are different, yet can be categorized according to playstyles All following characteristics of players in each demographic are generalizations and there will be some overlap between preferences

3 The Five-Factor Model O.C.E.A.N. – Openness to new experiences Resistance to new experiences – Conscientiousness Lack of Conscientiousness – Extraversion Introversion – Agreeableness disagreeableness – Neuroticism stability

4 Five Domains of Play Novelty (openness to new experiences) – Variety, unexpected elements – Opposite: Familiarity, comforting sameness Challenge (conscientiousness) – Difficult, requiring precision,accomplish things, completing everything in a game – Opposite: Sandbox games where player is free to fool around

5 Five Domains of Play Stimulation (extraversion) – Social engagement, party games, involving interactions with other players – Opposite: games which can be played alone Harmony (agreeableness) – Social harmony, cooperative games (Little Big Planet) – Opposite: strictly competitive games (Street Fighter) offering conflict

6 Five Domains of Play Threat (neuroticism) – Seeking enjoyment from negative or unpleasant emotions, elements of danger, or frightening content; includes players of survival horror – Opposite: games inducing positive emotions

7 Attitudes towards Storytelling Some players prefer to think of games as a system of rules which must be mastered, often preferring games of action or strategy; storytelling and cutscenes interfere with this FIFA ‘15

8 Attitudes towards Storytelling Others see stories as the main reason to play the game, often using cheats or walkthroughs to further gameplay The Last of Us

9 Demographic Categories There are significant, general differences among players of varying ages and genders Women Men Boys Girls – Girls and boys are further divided by age ranges according to varying levels of development

10 Gender Inclusiveness You don’t have to make games about stereotypically feminine interests to attract female players!

11 A Few Generalities Men and women like to learn differently. Assassin’s Creed

12 A Few Generalities Men and women have different attitudes toward risk Obvious example would be games or challenges involving gambling or betting current winnings

13 A Few Generalities Women are more interested in people than things and like to socialize as part of their play experience. Facebook games like Farmille are a great example

14 A Few Generalities Men and women have different conflict resolution styles.

15 A Few Generalities Women enjoy mental challenges and finding elegant solutions to problems. Mahjong

16 A Few Generalities Women like to customize their avatars. Skyrim

17 A Few Generalities Men have more leisure time and money to spend on gaming. Dead Rising 2

18 Women Are a Market, Not a Genre "Do not try to design a “women’s game” simply by creating features that address these generalities. Rather, design an intrinsically interesting game and bear these issues in mind as you consider the effect that your design decisions will have on your potential customer base.”

19 Characters Rayne - Bloodrayne

20 Characters Heather – Silent Hill 3

21 Boys and Girls Preschool and kindergarten (ages 3 to 6) Early elementary (ages 5 to 8) Upper elementary (ages 7 to 12, the tweens) Middle and high school (13 and up, the teens) Late teens to mid-20s

22 Issues to consider while creating games for children Hand-eye coordination.

23 Issues to consider while creating games for children Logic development. Bejeweled

24 Issues to consider while creating games for children Systematic thinking. Diner Dash

25 Issues to consider while creating games for children Immediate versus long-term goals.

26 Issues to consider while creating games for children Visual design. PBS kids, Arthur

27 Issues to consider while creating games for children Linguistic complexity. “All grown-ups were once children... but only few of them remember it.” ― Antoine de Saint-Exupéry, The Little Prince

28 Issues to consider while creating games for children Experimentation; Lego Marvel Superheroes

29 Issues to consider while creating games for children Reading; Polkaroo’s Planets

30 Issues to consider while creating games for children Appropriate Content.

31 Seven Kisses of Death #1 – Kids love anything sweet

32 Seven Kisses of Death #2 – Give them what’s good for them

33 Seven Kisses of Death #3 – You’ve just got to amuse them

34 Seven Kisses of Death #4 – Always play it safe!

35 Seven Kisses of Death #5 – All kids are created equal

36 Seven Kisses of Death #6 – Explain everything

37 Seven Kisses of Death #7 – Be sure your characters are wholesome

38 Ubisoft’s Imagine Series

39 Girls – Proven play patterns Fashion play Glamour play Nurture play Action/twitch play Collection play Adventure play Communication/ social play

40 More Observations Girls like stuff Create environments which are attractive to girls Girls appreciate sensual interfaces Extend play from existing toys or media into software Don’t be ashamed of your work!

41 Kaye Elling’s Five Cs Characterization Context Control Customization Creativity

42 A Few Misconceptions Girls don’t like computer games because computers are techie. Girls don’t like violence Girls want everything to be happy and sweet Girls don’t like to be scared

43 Gamer Dedication Technologically savvy. Have the latest high-end gear. Willingness to pay. Prefer violent/action games. Prefer games that have depth and complexity. Play games over many long sessions.

44 Gamer Dedication (cont’d) Hunger for gaming-related information. Discuss games with friends online. Play for the exhilaration of defeating (or completing) the game. Much more tolerant of frustration. Engaged in competition with himself, the game, and other players.

45 Gamer Dedication (cont’d) Age at which first started playing games. Comparative knowledge of the industry. Early adoption. Desire to modify or extend games in a creative way.

46 Conclusion Most games harbour interest among many different populations Strive for inclusiveness, not universality Don’t try to attract everyone by adding unrelated features. Instead, work to avoid repelling people who might otherwise be attracted.


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