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Chapter 8-9 Mats Wouters. The Game is Made for a Player.

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Presentation on theme: "Chapter 8-9 Mats Wouters. The Game is Made for a Player."— Presentation transcript:

1 Chapter 8-9 Mats Wouters

2 The Game is Made for a Player

3  Know your audience  They themselves often don’t know what they want -> Listen Thoroughly

4  Project yourself  Put yourself in their place  Memories of being part of the target audience = one of the most valuable tools  Not a part of the audience? -> talk, observe, imagine

5  Demographics/ market segments ◦ Age ◦ Gender

6  0–3: Infant/Toddler  4–6: Preschooler  7–9: Kids  10–13: Preteen or “Tween”  13–18: Teen  18–24: Young Adult  25–35: Twenties and Thirties  35–50: Thirties and Forties  50+: Fifties and Up

7  Games are mainly played by boys -> due to male-oriented aesthetics?  Same mechanics, female-oriented aesthetics -> failed  Boys and girls play differently

8 Five things males like to see in games: 1. Mastery 2. Competition 3. Destruction 4. Spatial Puzzles 5. Trial and  Five things females like to see in games: 1. Emotion 2. Real World 3. Nurturing 4. Dialog & Verbal Puzzles 5. Learning by Example

9 In general, what do they like?In general, what do they like? What don’t they like? Why?What don’t they like? Why? What do they expect to see in a game?What do they expect to see in a game? If I were in their place, what would I want to see in a game?If I were in their place, what would I want to see in a game? What would they like or dislike about my game in particular?What would they like or dislike about my game in particular?

10  Demographic = player on the outside  Psychographic = player on the inside ◦ Audiences by lifestyle ◦ Audiences by Game Pleasures

11  8 primary Game Pleasures: ◦ Sensation ◦ Fantasy ◦ Narrative ◦ Challenge ◦ Fellowship ◦ Discovery ◦ Expression ◦ Submission

12  4 Player Types: ◦ Achievers ◦ Explorers ◦ Socializers ◦ Killers

13  Other Game Pleasures: ◦ Anticipation ◦ Delight in Another’s Misfortune ◦ Gift Giving ◦ Humor ◦ Possibility ◦ Pride in an Accomplishment ◦ Purification ◦ Surprise ◦ Thrill ◦ Triumph over Adversity ◦ Wonder ◦ …

14  What pleasures does your game give to players? Can these be improved?  What pleasures are missing from your experience? Why? Can they be added?

15 The Experience is in the Player’s Mind

16  Game designers create experiences -> takes place in the human brain = very complex  4 principle mental abilities related to gaming: ◦ Modeling ◦ Focus ◦ Imagination ◦ Empathy

17  Modeling: ◦ Mind deals with simulated reality, not reality itself ◦ Subconscious ◦ Reality is too complex -> simple model ◦ Games are simple models -> mind can relax -> fun to play

18  Focus: ◦ Mind can focus on one thing while ignoring another ◦ Game designers strive for flow = complete focus and engagement without regard for surroundings ◦ Needs for flow:  Clear goals  No distractions  Direct feedback  Continuously challenging

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20  Does my game have clear goals? If not, how can I fix that?  Are the goals of the player the same goals I intended?  Are there parts of the game that distract players to the point they forget their goal? If so, can these distractions be reduced, or tied into the game goals?  Does my game provide a steady stream of not-too-easy, not-too-hard challenges, taking into account the fact that the player’s skills may be gradually improving?  Are the player’s skills improving at the rate I had hoped? If not, how can I change that?

21  Empathy: ◦ = the ability to project ourselves into the palce of others ◦ Can happen automatically ◦ Mental models ◦ Projecting yourself into a game character for problem solving

22  Imagination: ◦ Knowing what to show the player, and what to leave up to their imagination ◦ Functions:  Communication  Problem Solving

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24  On which levels of Maslow’s hierarchy is my game operating?  How can I make my game fulfill more basic needs than it already is?  On the levels my game is currently operating, how can it fulfill those needs even better?

25  4th level is most connected to games: games are excellent systems for objective judgment

26  What does your game judge about the players?  How does it communicate this judgment?  Do players feel the judgment is fair?  Do they care about the judgment?  Does the judgment make them want to improve?


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