level design and its applications in affecting emotions and actions
TRANSCRIPT
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8/8/2019 Level Design and Its Applications in Affecting Emotions and Actions
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JohnDoran
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LevelDesignandItsApplicationsIn
AffectingEmotionsandActions
JohnDoran
PSY101
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SidMeierclaims,"A[good]gameisaseriesofinterestingchoices"(Rollings&
Morris2000).Inthatlineofthinkingitwouldbeadvantageousforaleveldesignerto
guideaplayerwithoutactuallyleadinghimbythehand.Ifaplayerfeelsagameistelling
themwheretogoandexplicitlywhattodotheywillfeelasifthechoicestheymakeare
insignificant.Aleveldesignercansupplementthepacing,ecology,andenvironmentofa
levelbyapplyingaspectsfrombehavioralandarchitecturalpsychology.Successful
implementationoftheseconceptsresultsinanimmersiveexperiencefortheplayer,
unknowingoftheeffortstakenbythedesignertoguidethemalongtheway.
Thewayagameispaceddetermineswhetheraplayerwillcontinueagametoits
conclusionoriftheysuspendplayinthefirst10minutes.Whendonecorrectlyaplayer
willencountertheartofleveldesign[whichwill]makeplayersthinktheyhaveinfinite
choiceswhenreallytheyonlyhaveafew"(Feil&Scattergood,2005).Whentheplayer
beginstofeeltheyareinaliving,breathingworldtheyaremorereceptivetosubtle
cuesthedesignerplaces.Thisisfullyexperiencedwhentheplayerentersastateof
Flow.FlowisacertainmindsetcoinedbyMihlyCskszentmihlyithataperson
experienceswhenapersonisfullyimmersedwithinwhattheyaredoing.Flowis
identicaltowhataplayerfeelswhenheistotallyimmersedinagame,givingthema
suspensionofdisbelief.Duringthisexperience,theplayerlosesalltrackoftimeandis
devotedtocompletinghisobjectives.Thisisamonumentalideatodesignersbecause
whenitisappliedcorrectlyitfulfillstheobjectivethatadesignerishiredtodo,givea
positiveexperience.
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ValvesHalf-Life2doesthisisaveryeffectiveway.Inthebeginningofthegame
theplayerisstuckinatrainstationandhastofollowalineartrailthatisreasonably
safe.Thisisadvantageousbecauseatthispointtheplayermayhavenounderstanding
ofhowtoplay.Also,theplayerisnotplacedinahighdifficultysituationwhiletheyare
gettingaccustomedwiththecontrolsandinteractions.Thisrisksanexperiencedplayer
gettingboredsothegameispacedforthispartofthegametoendshortlyonce
controlsarelearnedwhileweavingitintothefictionoftheworld.Oncetheplayerhas
basicinstructionsonhowtoplaythegametheyaretakenalargersizeoflevelinthe
earlychaptersofthegametomaketheplayerbelievethateverywherehegoesthere
arethingstoinvestigate.Asthegamecontinues,thelevelsgetprogressivelymoreand
morelinear.Ifeelthereasonsforthisaretwo-fold.Firstoff,thefurthertheplayer
venturesintothegameitbecomesmorecinematictoleadtotheendingsclimax.
Secondly,itmeanslesscontentwouldhavetobecreatedwhichsavesbothtimeand
moneyintermsofcreatingit.Attheendofthegamewehavegottentoapointwhere
theplayerisinvestedandintheFlowstatebecauseatthispointtheplayershould
havelearnedalloftheskillsnecessarytosucceedandshouldhaveachallengethatis
justchallengingenoughtogivetheplayersatisfactiontocompleteitwithoutitbeing
tooboringorpronetoanxiety.
Half-Life2doesthisdifferentlyfromothergamesinthefinalhoursofthegame
becausetheyconfiscateeverythingtheplayerhadaccomplishedsofarandgivesthema
new(okay,upgraded)weaponthattheyhavetolearnhowtouseandsolvepuzzles
with.ValvegetsawaywiththisbecausetheUber-GravityGunisfuntoplaywithand
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playerandtheplacementofpositiveandnegativestimuliinvolvedwithboththe
amountandlackoftheseitemscantriggercertainemotionswithinplayerswithina
game.
Inbehavioralpsychologythereisaconventionforoperantconditioninginwhichby
usingconsequencesforactionsthereisaformofbehavior.Everypersonwhohas
playedvideogamesforasubstantialamountoftimehashadbehaviorsengravedinto
themashumanslearnbyobservation.Thisistheprimaryreasonwhypeoplehave
difficultyplayinggamesiftheyhavenotdonesobefore.TheSonictheHedgehogseries
ofgameshasusedtherewardofringsandotherpower-upstogiveincentiveforplayers
totravelthewaythedesignerwantsthemto.Thisalsogivesplayersreasonstoexplore
differentpathsonsubsequentplay-throughsoflevels.ThisisalessonLeft4Deadmay
haveusedforgreatbenefitasplayerstendtofindonewaytogettotheendofalevel
andwouldnotdoanyexploringastheywereconstantlygivennegativestimuliinstaying
inoneplacebythedirectorspawninghordesofzombiesorspecialinfectedonthem.
Rings,seenherefromSonictheHedgehog2,notonlypromoteexplorationandguidancebutalso
areactuallyweavedintogameplaybytheiruseasalife-counterandlifegiver.Ifplayersweredamaged
withoutaring,theywoulddie.Collecting100ofthemgivesthemanextralife,sotheyaregivenpositive
stimulitocollectasmanyringsastheycan.
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EdwardThorndikesLawofEffectcanbeusedtoacertaindegreeto
increase/reducestressandadd/subtractdifficultyinalevel.Itisthroughrewardthat
playersaremorewillingtofollowsuggestionsgivenbythedesignerwithoutnoticingit.
Bygivingplayersincentivestotravelincertainwaystheyfeelitistheirchoicetogothat
wayandiftheyconvenientlywindupwheretheyneedtoactuallygotocontinuethe
gamethenthatwasclearlytheirsuperiorsenseofdirection.Ifthedesigneralsodoesa
poorjobinleadingtheplayerortheplayerisanexplorer-typeandalwaystakesevery
pathtoitsendadesignershouldplacerewardsattheendofdeadendsinordertogive
positivereinforcementtowardsexploringthegameenvironmentasthatiswhatthe
playertakingthenon-linearpathwilldo.
Aplayercanalsobeconditionedtonottravelincertaindirectionfromnegative
stimulisuchasdifficultenemiesanddangerouseffects.Aplayerisfarlesslikelytogo
throughanenvironmentthathewilldiein.Goingstraightuptoanenemytankwithout
arocketlauncherinSuccessOperationDarknesswouldalmostguaranteetheplayer
death.Ifyouwantedtomoveaplayerintoacertaindirectionatthecostofheightening
theirstressthisisavalidtactictouse.
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4/6/10InOperationDarknesstanksarefarmoreoverpoweredthanotherunitsbuthaveaweaknessinthe
formsofrockets.However,whenrocketsarenotavailableorhardtofinditwillmakeplayersgoaway
fromthem.
Thevastamountofthingsthatcanbedoneinleveldesigntoaffecttheplayermay
bedoneintermsoftheenvironmentthattheyarein.Infact,inreallifethereisan
entirebranchofpsychologyrelatedtotheinteractionsofhumansandtheir
environment.Playersaremoreinterestedintheirgameplayenvironmentwhenthey
haveincentivetocontinueexploringthegamesworld.Bioshockdoesthisinthevarious
postersthattheyplacethroughoutthedifferentlevelsofthegame.These
advertisementsforthecitizensofRaptureactuallyforeshadowotherlevelsthatplayers
willaccessthroughouttheirgameexperiencewhilebuildinganticipationtokeepplayers
playing.
Bioshockspostersareusedtogreateffectinthegamesworldincreatinganticipationtowards
seeingareas.
Anenvironmentslightingcanbeusedinmanydifferentways.Primarily,light
drawsfocustothingsandashumansarecreaturesthatlikethelighttheytendtotravel
towardsit.Darknessandtheunknownareuncomfortableareasforplayerstobeinand
bynotlightingareasasmuchasothersaddtotheforebodingnaturethatanareacould
be.MonolithsF.E.A.Rdoesthisquitenicelybyturninganofficeintoanintenseand
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dangerousplacetobein,eventhoughyouarefullyarmedandequippedtohandle
anythingthatmaycomebyyourway.
F.E.A.R.useslightingtoleadplayerstowardsareaswhilecreatingapprehensiveemotionsthrough
theshadowsintheenviroment.
Inconclusion,videogamesareinteractivesimulationsthatbecomeincreasingly
lifelikeaswecontinuetocreatethem.Bydesignersapplyingaspectsfrombehavioral
andarchitecturalpsychologiesintothepacing,ecology,andenvironmentofalevelthey
caninfluenceplayerstohaveanexperiencetheywontforget.Byempoweringplayers
throughthisprocess,levelswillflowmoreeffortlesslyandgivethemaximumamountof
funpossiblewithintheconfinesoftheirplay-space.
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Resources:
Rollings,AndrewandDaveMorris.(2000).GameArchitectureandDesign.Scottsdale,Arizona:Coriolis.
Feil,JohnandMarkScattergood.(2005).BeginningGameLevelDesign.Boston,Mass.:
PremierPress.
Csikszentmihalyi,M.(1990).Flow:ThePsychologyofOptimalExperience.
NewYork,NY:Harper&RowPublishersInc.
Hopson,John.(2002).
http://www.gamasutra.com/view/feature/3011/the_psychology_of_choice.php ThePsychologyofChoice,RetrievedApril6,2010,from
http://www.gamasutra.com.
Seifert,Coray,JimBrown,JoelBugess,ForrestDowling,EdByrne,NeilAlphonso,
MatthiasWorch.LevelDesigninaDay:BestPracticesfromtheBestinthe
Business.2010GDC.MosconeCenter.SanFrancisco,CA.10March2010.
Rogers,Scott.EverythingAboutLevelDesignILearnedFromDisneyland.2009GDC.
MosconeCenter.SanFrancisco,CA.28March2009.