Title: Video Games and the Human Condition
1Video Games and the Human Condition
September 27, 2010
2(No Transcript)
3Speaking to the Human Condition
4(No Transcript)
5Pac-Man (1982)
6Impossible Mission (1984)
7Game Design Best Practices
- Story What is going to happen next? Natural
curiosity about humans. - Justifies what you are doing, rather than
red/green/blue cardkeys. - Eye Candy / Ear Candy
- Next Goal that is clear, within-reach ("Just One
More") - Feeling of Constant Improvement
- Collection / Hoarding (via Skinner Box)
-
8Skinner Box
Operant conditioning with variable-ratio reward
scheduling.
9Skinner Boxes
10Skinner Boxes
11Game Design Best Practices
- Story What is going to happen next? Natural
curiosity about humans. - Justifies what you are doing, rather than
red/green/blue cardkeys. - Eye Candy / Ear Candy
- Next Goal that is clear, within-reach ("Just One
More") - Feeling of Constant Improvement
- Collection / Hoarding (via Skinner Box)
-
12(No Transcript)
13How did we arrive at these best practices?
1. Natural process of evolving inspiration
2. More-professional monitoring of players
14(No Transcript)
15(No Transcript)
16Difficulty, as time passes
17(No Transcript)
18(No Transcript)
19(No Transcript)
20The End
21The End ?
22What is Boredom?
23What is Boredom?
A healthy response to unproductive situations.
24Like simulated annealing
25(No Transcript)
26(No Transcript)
27(No Transcript)
28(No Transcript)
29(No Transcript)
30(No Transcript)
31A Spectrum of Games
32(No Transcript)
33(No Transcript)
34Many of today's console games exert a time
crush. They demand tens or even hundreds of hours
of attention to complete, some or most of which
often feels empty. In that respect, one could
argue that many games seem to destroy time.
35But social games do something even more violent
they also destroy the time we spend away from
them... through obligation, worry, and dread over
missed opportunities.
Ian Bogost
36(No Transcript)
37(No Transcript)
38(No Transcript)
39(No Transcript)
40(No Transcript)
41(No Transcript)
42(No Transcript)
43A/B Split Testingto Maximize Profit
44(No Transcript)
45(No Transcript)
46(No Transcript)
47(No Transcript)
48(No Transcript)
49(No Transcript)
50(No Transcript)
51(No Transcript)
52Designers Defense
Were just giving people what they want
Theyre having fun.
539.99 800 Microsoft Points
54These really aregood game design
They are also extremely manipulative.
How to respect the player?
55an intensely personal game
56a game on a subject that interests me very much,
right now
57the game that will impact players' lives in the
way that I want, while still making a reasonable
amount of money
58With respectcomes the possibility for
open and honest communciation
59Science
60Science,
yet also the subjectiveis precious.
61(No Transcript)
62(No Transcript)
63 Games should just be fun. What is the big
deal? I am having fun.
64Writers and people who had command of words were
respected and feared as people who manipulated
magic.In latter times I think that artists and
writers have allowed themselves to be sold down
the river. They have accepted the prevailing
belief that art and writing are merely forms of
entertainment. They're not seen as transformative
forces that can change a human being, that can
change a society. They are seen as simple
entertainment -- things with which we can fill
twenty minutes, half an hour, while we're waiting
to die.
65It is not the job of artists to give the
audience what the audience want. If the audience
knew what they needed, then they wouldn't be the
audience they would be the artists. It is the
job of artists to give the audience what they
need.
Alan Moore The Mindscape of Alan Moore