Perform or Else! Why (and how) to include extroverted play design in your game - PowerPoint PPT Presentation

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Perform or Else! Why (and how) to include extroverted play design in your game

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Title: Perform or Else! Why (and how) to include extroverted play design in your game


1
Perform or Else!Why (and how) to include
extroverted play design in your game
  • Katherine Isbister, Ph.D.
  • Rensselaer (RPI)

2
Who I am
  • GDC 2004 10 Tricks from Psychology for Better
    Game Character Design(best of show dvd, now a
    book) http//www.katherineinterface.com/isbister_g
    dc_2004.htm
  • Today, turning away from the screen toward the
    players, with the social psychological approach.

3
Who I am
  • Was at Stanford University(teaching game
    character design in the HCI program)
  • now at Rensselaer (RPI)founded Games Research
    Lab (social, emotional, and physical gaming,
    new evaluation techniques)Game Studies Minor
    (Major coming)http//www.rpi.edu/isbisk/

4
No (wo)man is an island
  • Lots of contributors to this talk
  • Conceptual
  • Practical/Tactical

5
No (wo)man is an island
  • Conceptual contributors
  • Henry Lowood, Stanford University
  • Jane McGonigal, UC Berkeley and 42 Entertainment
  • Jon McKenzies book (by way of Jane)Perform or
    Else From Discipline to Performance

6
No (wo)man is an island
  • Tactical contributors
  • Georgina Corzine and company (Supergroop studios)
  • Rensselaer Games Research Group and DDR Club
  • Henry Lowood

7
The next 50 minutes
  • Defining terms What is extroverted play?
  • Motivations Why should I care?
  • Tactics How to design for extroverted play
  • Q and A

8
Defining terms Whats extroverted play?
9
Whats extroverted play?
  • (EK-struh-vurt) A term introduced by the
    psychologist Carl Jung to describe a person whose
    motives and actions are directed outward.
    Extroverts are more prone to action than
    contemplation, make friends readily, adjust
    easily to social situations, and generally show
    warm interest in their surroundings. (Compare
    introvert.) - from Bartleby online

10
Whats extroverted play?
  • (IN-truh-vurt) A term introduced by the
    psychologist Carl Jung to describe a person whose
    motives and actions are directed inward.
    Introverts tend to be preoccupied with their own
    thoughts and feelings and minimize their contact
    with other people. (Compare extrovert.) -
    from Bartleby online
  •   

11
Whats extroverted play?
  • What do games evoke in players?

12
Whats extroverted play?
  • Jung believed we all have both sides.
  • Games can bring out extroverted aspects of
    players, and this can be good for your game.

13
Whats extroverted play?
  • Symptoms
  • Groups gathering around game play, egging a
    player on or giving them tips
  • Visible emotion and physical engagement
  • Players showing off for others
  • Storytelling around the game play, about
    legendary personalities or moments
  • A culture of fan sites and game play stories and
    movies

14
Motivations Why should I care?
15
Why should I care?
  • Extroverted play can extend game reach and shelf
    life, without necessarily costing more.
  • Extroverted play can be the seed of new genres of
    play (e.g. Pervasive games)

16
How does this work?
  • Beginners are more likely to jump in.
  • Players have more fun and play longer.
  • More people will see your game and decide to play
    themselves.
  • (Essentially, youre using peoples extroversion
    to propagate your game)

17
Tactics How to Design for Extroverted Play
18
Tactics How to Design for Extroverted Play
  • Helps to think like a social psychologist
    leveraging peoples social tendencies.

19
Tactics How to Design for Extroverted Play
  • Five principles Ill share today
  • Monkey see, monkey do.
  • Shake your _at_ and your mind will follow.
  • Contact high fun is contagious.
  • Watch one, do one, teach one.
  • Remember when?

20
1. Monkey see, Monkey do.
  • Social Learning Albert Bandura

21
1. Monkey see, Monkey do.
  • Physical games with simple interfaces
  • Donkey Konga
  • DDR
  • Party games with simple control structures and
    quick feedback loops
  • Katamari Damacy
  • Super Smash Brothers Melee
  • Multi-player FPS play
  • Quake, Halo, and the like.
  • Replays and sites for complex games
  • Warcraft 3

22
1. Monkey see, Monkey do.
  • ltFootagegt http//www.supergroop.com/START.html

23
1.Monkey see, Monkey do.
  • Design principles
  • Make it easy to see what a player is doing and
    understand the connection between actions and
    game play effects.
  • Allow players to make shareable replays to
    leverage one anothers knowledge easily.
  • Build observational learning checks into
    play-testing cycles.

24
2.Shake your _at_ and your mind will follow
  • Facial feedback hypothesis
  • The pencil test Strack, Martin Stepper, 1988
  • Works for posture, too (why mom always told you
    to stand up straight)

25
2.Shake your _at_ and your mind will follow
  • Physical games
  • DDR
  • Donkey Konga
  • EyeToy games
  • Pervasive games
  • Games with really physically fun avatars
  • Original Devil May Cry
  • Mortal Kombat, Tekken, and other fighters
  • Tony Hawk, SSX, other extreme sports
  • Link, Mario, and the like.

26
2.Shake your _at_ and your mind will follow
  • ltfootagegt http//www.supergroop.com/START.html
  • Jak and Daxter, Super Monkey Ball 2

27
2.Shake your _at_ and your mind will follow
  • Design principles
  • Make player characters physically bouncy and fun
    (physical feedback loop for player)
  • Get a persons face and body moving as part of
    game play

28
3. Contact high Fun is contagious
  • Emotional Contagion Hatfield, E., Cacioppo,
    J.T., and Rapson, R.L.

29
3. Contact high Fun is contagious
  • Any game that allows for more than one player (or
    has over-the-shoulder appeal) in which people
    start to get really involved
  • Donkey Konga
  • Katamari Damacy
  • Pervasive games
  • Multi-player games that work to build player
    excitement and momentum and support fan sites.
  • World of Warcraft
  • Halo 2
  • Games with NPCs that are clearly having fun
  • Sports games (e.g. NBA Live)

30
3. Contact high Fun is contagious
  • ltfootagegt http//www.supergroop.com/START.html
  • NBA Live 2004

31
3. Contact high Fun is contagious
  • Design principles
  • Make it easy for people to see each other
    perform.
  • Offer ways for players to perform when they are
    in the mood or on form.
  • Make it easy to witness performance events and
    know when cool moments will happen.

32
3. Contact high Fun is contagious
  • Design principles
  • Highlight playerss greatest hits and explose new
    players to these.
  • Provide NPC performers to beat or to up the
    impression of energy and crowd.
  • Test in groups to make affordances best possible.

33
4. Watch one, do one, teach one
  • J.P. Gee, What Video Games Have to Teach Us About
    Learning and Literacy communities of learners

34
4. Watch one, do one, teach one
  • Many games allow for teaching, few explicitly
    afford and reward player teaching.
  • MMORPGs are the cutting edge in this area.

35
4. Watch one, do one, teach one
  • ltfootagegt http//www.supergroop.com/START.html

36
4. Watch one, do one, teach one
  • Design principles
  • Make clear to players ways they can step up and
    perform to show others what to do.
  • Offer incentives to do so.
  • Think about making the teaching process easy and
    fun (coaching tools).

37
5. Remember when?
  • Heros Journey (J. Campbell)--myths and stories
    act as freeze-dried social interaction.

38
5. Remember when?
  • Game examples
  • Quake and other FPS tribes
  • Events and happenings in MMORPG games
  • Pervasive game mementos on sites
  • Events even in single player games (Animal
    Crossing seasons and parties)
  • Sims Family Albums
  • Machinima and other player story-making

39
5. Remember when?
  • ltfootagegt http//www.supergroop.com/START.html
  • World of warcraft dance

40
5. Remember when?
  • Design principles
  • Make it easy for players to share their
    performance stories online and in other
    venues--think about this kind of support for your
    game (replays, albums, movies).
  • Let people personalize their avatars and create
    images and handles that can have a reputation
    that precedes them. Make it easy to move these
    personas around.
  • Use a camera to record expressions and runs
    together (EyeToy, etc)?

41
Recap the 5 principles
  1. Monkey see, monkey do.
  2. Shake your _at_ and your mind will follow.
  3. Contact high fun is contagious.
  4. Watch one, do one, teach one.
  5. Remember when?

42
Help your players find the extrovert within
43
Thanks!
  • For more info
  • http//www.rpi.edu/isbisk/
  • Isbisk_at_rpi.edu
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