Title: 5. Socialize(2) 6/21/09. 6. Escape from other people ..
1What players want
- Game Design
- Vishnu Kotrajaras, Ph.D.
2Challenge
- Especially for single player
-
Super Mario Bros. 3 by Nintendo
3Challenge(2)?
- Player ultimately wants game to force her to
think -
- Player wants to invent ways of solving problems,
to discover things by himself.
Tetris Attack by Nintendo
4Socialize
- People want to be around families and friends
- Evidence
- You can see people chatting aggressively while
playing LAN game - Thus, chat function is worth considered
- Human opponent is more clever
- This adds more challenge
5Socialize(2)?
Ragnarok by Gravity
6Escape from other people
- Players of this type want to be in complete
control when playing
Final Fantasy X-2 by Square-Enix
7Players want to show that they are good
- Players want to win respect from other players
- This is true for both single and multi player
game - Therefore, a high score is a very important
feature - Street fighter arcade, remember entering name?
- Even if no one else knows, players can be happy
anyway
8Players want to show that they are good(2)?
9Players want to show that they are good(3)?
10Players want to show that they are good(4)?
Marvel VS Capcom 2 by Capcom
11Emotional Experience
- Adrenaline rush Doom, Resident Evil
Doom
12Emotional Experience(2)?
- Sad Final Fantasy VII by SquareSoft
13Emotional Experience(3)?
- Despair due to failure
- But players learn to live with defeat
- Sense of accomplishment When finish a game or a
level
14Fantasy
- People want to escape from real life
- Control exciting characters
- Better than books
- In books, we are the watchers
- In game, we are the characters
- No tedious real-life detail eat, sleep, toilet
15Fantasy(2)?
- Can do bad things in a safe environment
- GTA kill innocent bystanders
- this game is rated 18 in England, children of
younger age may not be mature enough to separate
this from real life - Like news of 15-year-old killing other people
16Fantasy(3)?
Grand Theft Auto
17Fantasy(4)?
- Driver escape from police
- Thief -gt
18Fantasy(5)?
- Players want to try to change history
- Red Alert
19Gender Preferences
- Male
- Mastery
- Competition
- Destruction
- Spatial Puzzles
- Trial and Error
- Female
- Emotion
- Real World
- Nurturing
- Dialog and Verbal Puzzles
- Learning by Example
20Bartles Taxonomy of Player Types
- ACTING
- Killers
Achievers -
-
-
-
-
- PLAYERS -------------------------------------
- WORLD -
-
-
-
-
- Socialisers
Explorers - INTERACTING
21What players expect
- This is a bit different from what players want
- This is what players want from every game
22Consistent world
- A control action should only do limited amount of
things - Fighting game
- Player should see clearly that her hit fails in
order to accept it - Similar kick must produce similar outcome
23Consistent world(2)?
Tekken by Namco
24Understand game limitation
- Players must know which actions are possible and
which are not - Example player learns to know that she cannot
talk to monsters - So there should be no future monster that we can
talk to
25Reasonable solution must work
- Ways to solve rock puzzle
- Designer must figure out every way of solving
puzzle - Or design the game using mechanics that allow
flexible solutions.
Legend of Zelda A Link to The Past
26Example putting stuff over a switch
- Putting weights onto a switch?
- Many things in the game seems to have weight.
- Stones, weapons, or even monsters.
- So we cannot hard code all of these.
- A better solution is to implement the game such
that all objects have weights. - Then we can detect weight on a switch without
worrying about specific objects not being taken
into account.
27Direction
- Players need to know what is needed to pass a
level or what is needed to play - Vagrant Story combat system cannot be learnt by
players easily
Vagrant Story by SquareSoft
28Direction(2)?
- If you have mini games
- Teach players how to play
Final Fantasy 7
29Accomplish a task incrementally
- Subgoal, level, town in RPG
- Players expected to know that she is progressing
30Immerse
- GUI design must allow easy play and not
obstructing view
Final Fantasy 12
Final Fantasy 7
31Immerse(2)?
Final Fantasy 8
- The illusion must not have weak spot
- Walk on air (in many student games)?
- The illusion shatters
- A character a player plays must be likable by her
- Squall Leonheart (FF VIII)?
- Too much character in him
- Mario
- Not much personality, player can easily impose
herself
Super Mario 64
32Fail, or feel the incompleteness
- If a player fails at some point
- She should know right away what she should have
done, for example - Do some jump at other positions
- Choose to make another choice or go to another
location in RPG game - Difficulty from easy to hard
- With faster rate of difficulty
- Secret in games
33No repeat
- Players dont like repeat goals
- Exploring the world the first time is better than
the second time - Sports, Tetris
- Looks repeat, but in fact not
- Save point is therefore important
- Auto-save helps player who forgets to save
- But should have both controlled and auto-save
34No repeat(2)?
Tetris
Winning 11
35No hopelessly stuck in the game
- Many early adventures are bad
- Need an item in the 1st stage to pass the 5th
stage, and there is no way to go back - Dying is better than getting stuck
- If Mario falls into a deep pit, if the pit is not
escapable, kill him
A typical adventure game
36Not want to watch
- Players want to do things
- Minimize cut scenes
Vagrant Story