games as experience engines

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SpilBar Shareplay Aalborg 08.11.2012 Games as Experience Engines Nikolaj Hyldig R&D Director OpenStory Group

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Games as Experience Engines. Nikolaj Hyldig R&D Director OpenStory Group. MA Communication & Digital Media, AAU ½ PhD Interaction Design & Games, AAU Ericsson Research & Innovation Lab OpenStory Group. SpilBar Shareplay Aalborg 08.11.2012. Evolution: Expedient behaviour. - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Games as  Experience Engines

SpilBar ShareplayAalborg08.11.2012

Games as Experience Engines

Nikolaj HyldigR&D Director

OpenStory Group

Page 2: Games as  Experience Engines

• MA Communication & Digital Media, AAU• ½ PhD Interaction Design & Games, AAU• Ericsson Research & Innovation Lab• OpenStory Group

SpilBar ShareplayAalborg08.11.2012

Page 3: Games as  Experience Engines

• Evolutionary Psychology

• Survival necessitates expedient behaviour

Evolution: Expedient behaviour

SpilBar ShareplayAalborg08.11.2012

Page 4: Games as  Experience Engines

• Evolutionary Psychology

• Survival necessitates expedient behaviour

– Goal & Resource oriented

– Learning from experience

Evolution: Expedient behaviour

SpilBar ShareplayAalborg08.11.2012

Page 5: Games as  Experience Engines

• Games as models of the world

– Rules– Goals– Resources– Obstacles– Frame

Games as tools for learning expedient behaviour

SpilBar ShareplayAalborg08.11.2012

Page 6: Games as  Experience Engines

• Evolutionary Psychology

• Survival necessitates expedient behaviour

– Goal & Resource oriented

– Learning from experience

– 3rd person perspective

Evolution: Expedient behaviour

SpilBar ShareplayAalborg08.11.2012

Page 7: Games as  Experience Engines

• We automatically project ourselves into fictional worlds

Presence

SpilBar ShareplayAalborg08.11.2012

Page 8: Games as  Experience Engines

• We automatically project ourselves into fictional worlds

• Requires optimal challenge

Presence

SpilBar ShareplayAalborg08.11.2012

Page 9: Games as  Experience Engines

• We automatically project ourselves into fictional worlds

• Requires optimal challenge

– Game mechanics provideoptimal challenge

– Access to game mechanicsneed to be optimal

• Ie: challenge from the game,not from interacting with it

Presence

SpilBar ShareplayAalborg08.11.2012

Page 10: Games as  Experience Engines

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

• Core Mechanics: the singular interactions with the game– ‘walk’, ‘pick up’, ‘aim’, ‘shoot’

• Core mechanics need to be fun!

• Corresponds to good Interaction Design!– Content of the game should challenge the player– It should not be challenging to interact with the content

• Example: walking– Realistic: tapping two buttons alternatively, one for each foot– Problem: effort without any meaningful impact on the game world– Bigger problem: it does not match the experience of walking – our

natural mental focus is on navigating environment, not on moving feet– Better solution (simpler): map walking to analogue stick, emphasizing

directional navigation of environment– Running however does take a bit of effort, implemented in GTA as the

need to tap a button in order to accelerate to maintain running speed

Page 11: Games as  Experience Engines

• Organisation of information

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 12: Games as  Experience Engines

• Clear goals

– Specific

– Measurable

– Actionable

– Realistic

– Short & longterm

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 13: Games as  Experience Engines

• Clear goal progress

– Present goal– Tell why it matters– Tell where to go (actionable next steps, to get the player going)– Tell how to achieve it (actionable next steps)– Give proof of completion [feedback]– Give reward

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 14: Games as  Experience Engines

• Meaningful reward system

– Meaningful within thefictional world

– Comparable to thechallenge overcome

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 15: Games as  Experience Engines

• Clear status

– Progress

– Spatial

– Skills

– Items

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 16: Games as  Experience Engines

• Excessive feedback: instant, continuous, meaningful

– Numerical

– Graphical

– Auditory

• Procedural feedback

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 17: Games as  Experience Engines

• Marc LeBlanc: Mechanics – Dynamics – Aesthetics

• 8 Qualities (8 kinds of fun)– Sensation: Game as sense-pleasure– Fantasy: Game as make-believe– Narrative: Game as unfolding story– Challenge: Game as obstacle course – Fellowship: Game as social framework– Discovery: Game as uncharted territory– Expression: Game as soap box– Submission: Game as mindless pastime

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 18: Games as  Experience Engines

• World of Warcraft

– Sensation: Game as sense-pleasure

The graphics of WoW present the player with detailed exotic locations

– Fantasy: Game as make-believeWoW offers a rich alternative universe

to imagine walking around in and interacting with

– Narrative: Game as unfolding storyThe gameplay in WoW is placed in a

detailed narrative frame, giving deeper meaning to the actions of the player

– Challenge: Game as obstacle course

WoW is filled with challenges serving as opportunities for the player to exercise his creative problemsolving skills

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 19: Games as  Experience Engines

• World of Warcraft

– Fellowship: Game as social frameworkThe Multiplayer aspect of WoW makes it a

highly social game, where the toughest challenges can only be overcome by teaming up with other players

– Discovery: Game as uncharted territory

The vast gameworld in WoW offers an abundance of opportunities for exploring diverse and exotic locations

– Expression: Game as soap boxThe possibility to endlessly customise the

player character forms the basis for expression of identity

– Submission: Game as mindless pastime

The repetition of “grind” and constant supply of new challenges makes WoW a game it is easy to lose oneself in

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 20: Games as  Experience Engines

• Desirable states, Professor Steven Reiss – Acceptance, the need for approval– Curiosity, the need to learn– Eating, the need for food– Family, the need to raise children– Honor, loyalty to the traditional values of one's group– Idealism, the need for social justice– Independence, the need for individuality– Order, the need for organized, stable, predictable environments– Physical activity, the need for exercise– Power, the need for influence of will– Romance, the need for sex– Saving, the need to collect– Social contact, the need for friends (peer relationships)– Status, the need for social standing/importance– Tranquility, the need to be safe– Vengeance, the need to strike back/to win

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 21: Games as  Experience Engines

• Aesthetic qualities, Abraham Maslow

– Wholeness (unity)– Perfection (balance and harmony)– Completion (ending)– Justice (fairness)– Richness (complexity)– Simplicity ( essence)– Liveliness (spontaneity)– Beauty (rightness of form)– Goodness (benevolence)– Uniqueness (individuality)– Playfulness (ease)– Truth (reality)– Autonomy (self-sufficiency)– Meaningfulness (values)

Qualities of good games

SpilBar ShareplayAalborg08.11.2012

Page 22: Games as  Experience Engines

• Emotion/motivation system (EMS) guides behaviour:Joy Condition: reaching goal, Motivation: keep doing itAnger Condition: intentional hindrance, Motivation: remove

hindranceFear Condition: Goal threatened, Motivation: avoid threatSorrow Condition: loss of goal, Motivation: apathy

Emotional Experience

SpilBar ShareplayAalborg08.11.2012

Page 23: Games as  Experience Engines

• Emotion/motivation system (EMS) guides behaviour:Joy Condition: reaching goal, Motivation: keep doing itAnger Condition: intentional hindrance, Motivation: remove

hindranceFear Condition: Goal threatened, Motivation: avoid threatSorrow Condition: loss of goal, Motivation: apathy

• Experience of emotion: 3 dimensions– The situation– Physical arousal– Urge to act

Emotional Experience

SpilBar ShareplayAalborg08.11.2012

Page 24: Games as  Experience Engines

• Emotion/motivation system (EMS) guides behaviour:Joy Condition: reaching goal, Motivation: keep doing itAnger Condition: intentional hindrance, Motivation: remove

hindranceFear Condition: Goal threatened, Motivation: avoid threatSorrow Condition: loss of goal, Motivation: apathy

• Experience of emotion: 3 dimensions– The situation– Physical arousal– Urge to act

• Emotional intensity– Urgency– Difficulty– Seriousness

Emotional Experience

SpilBar ShareplayAalborg08.11.2012

Page 25: Games as  Experience Engines

• Tool for learning through the experience of others

• Goal-oriented structure

Stories

SpilBar ShareplayAalborg08.11.2012

Page 26: Games as  Experience Engines

• Stories are focused on people: breadth of emotion

• Games are personal: intensity of emotion

• Video games: merging stories and games, but…

Stories & Games

SpilBar ShareplayAalborg08.11.2012

Page 27: Games as  Experience Engines

• Solution?

Stories & Games

SpilBar ShareplayAalborg08.11.2012

Page 28: Games as  Experience Engines

• Game world of resources

• Goals, plans, actions

• Emotion process

• Scenarios enable personal influence

OpenStory Group

SpilBar ShareplayAalborg08.11.2012

Page 29: Games as  Experience Engines

contact

[email protected]

OpenStory Group

SpilBar ShareplayAalborg08.11.2012