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5. Socialize(2) 6/21/09. 6. Escape from other people ..

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5. Socialize(2) 6/21/09. 6. Escape from other people ... Adrenaline rush: Doom, Resident Evil. 6/21/09. 12. Emotional Experience(2) Sad: Final Fantasy VII ... – PowerPoint PPT presentation

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Title: 5. Socialize(2) 6/21/09. 6. Escape from other people ..


1
What players want
  • Game Design
  • Vishnu Kotrajaras, Ph.D.

2
Challenge
  • Especially for single player

Super Mario Bros. 3 by Nintendo
3
Challenge(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
4
Socialize
  • 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

5
Socialize(2)?
Ragnarok by Gravity
6
Escape from other people
  • Players of this type want to be in complete
    control when playing

Final Fantasy X-2 by Square-Enix
7
Players 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

8
Players want to show that they are good(2)?
9
Players want to show that they are good(3)?
10
Players want to show that they are good(4)?
Marvel VS Capcom 2 by Capcom
11
Emotional Experience
  • Adrenaline rush Doom, Resident Evil

Doom
12
Emotional Experience(2)?
  • Sad Final Fantasy VII by SquareSoft

13
Emotional Experience(3)?
  • Despair due to failure
  • But players learn to live with defeat
  • Sense of accomplishment When finish a game or a
    level

14
Fantasy
  • 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

15
Fantasy(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

16
Fantasy(3)?
Grand Theft Auto
17
Fantasy(4)?
  • Driver escape from police
  • Thief -gt

18
Fantasy(5)?
  • Players want to try to change history
  • Red Alert

19
Gender Preferences
  • Male
  • Mastery
  • Competition
  • Destruction
  • Spatial Puzzles
  • Trial and Error
  • Female
  • Emotion
  • Real World
  • Nurturing
  • Dialog and Verbal Puzzles
  • Learning by Example

20
Bartles Taxonomy of Player Types
  • ACTING
  • Killers
    Achievers
  • PLAYERS -------------------------------------
    - WORLD
  • Socialisers
    Explorers
  • INTERACTING

21
What players expect
  • This is a bit different from what players want
  • This is what players want from every game

22
Consistent 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

23
Consistent world(2)?
Tekken by Namco
24
Understand 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

25
Reasonable 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
26
Example 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.

27
Direction
  • 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
28
Direction(2)?
  • If you have mini games
  • Teach players how to play

Final Fantasy 7
29
Accomplish a task incrementally
  • Subgoal, level, town in RPG
  • Players expected to know that she is progressing

30
Immerse
  • GUI design must allow easy play and not
    obstructing view

Final Fantasy 12
Final Fantasy 7
31
Immerse(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
32
Fail, 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

33
No 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

34
No repeat(2)?
Tetris
Winning 11
35
No 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
36
Not want to watch
  • Players want to do things
  • Minimize cut scenes

Vagrant Story
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