Title: Thinking About Games
1Thinking About Games
2What is a Game?
- Work consists of whatever a body is
- obliged to do, and Play consists of
- whatever a body is not obliged to do.
- - Mark Twain, The Adventures of Tom Sawyer
3What is a Game?
- There are many ways to define the term game.
Game researchers still debate even this simple
point ... - Were going to look at a few and see what we can
learn. - After all, if we cant figure out what a game is,
how can we possibly design one?
4What is a Game?
- A textbook definition, adapted from Adams
- A game is a type of play activity, conducted in
the context of a pretended reality, in which the
participant(s) try to achieve at least one
arbitrary, nontrivial goal acting in accordance
with rules. - Its kind of dry, but gives us a few things to
think about
5Essential Elements of a Game
- Based on this definition, all games have four
essential elements - Play
- Pretending
- Goals
- Rules
- This is regardless of the type of game, and the
way the game is played.
6Play
- Some forms of entertainment are presentational,
like books and film. - They entertain you.
- They do not change over time.
- Play, on the other hand, is an interactive and
participatory form of entertainment. - You, in essence, entertain yourself.
- You actively modify the experience and change the
course of the game through playing it. - Not all play is for entertainment, just as not
all books or films are for entertainment.
7Play
- Play must ultimately include some freedom for the
player. - This includes the freedom of choosing what to do
and how to go about doing it. - Without this freedom, the outcome is
predetermined, and you are not really playing a
game. - Ultimately though, freedom is restricted by the
rules of the game, as we will see.
8Pretending
- Pretending creates an alternate reality, at least
in our minds, in which the game is played. - This alternate reality attempts to recreate or
simulate some elements of reality, and allows
fantasy to fill in the rest.
9Pretending
- The type and amount of pretending varies from
game to game. - The player can pretend that
- A new world replaces the old one.
- The player is a different person.
- The outcomes of actions are different.
- Artificial significance is attached to various
situations and events.
10Goals
- A game must have a goal, and it can have more
than one. - Some type of challenge prevents the player from
trivially achieving the goal(s) - Other players (including any computer agents)
- Elements of game reality (the game environment)
- Time (in the case of races, etc.)
- The players own self (in the case of puzzles,
etc.)
11Goals
- The goal of a game is defined by its rules.
- This commonly takes many forms
- A victory condition something to be achieved in
order to win the game. - A loss condition something to avoid to not
lose the game. - A termination condition something that causes
the game to end (can be necessary when victory or
loss does not end the game).
12Rules
- Rules are definitions and instructions that
dictate how the game is played. - They should be unambiguous and without conflicts
between them. - Some will be explicit, while others will be
implicit. - There can be many types of rules
- Obligations what you must do
- Permissions what you can do
- Prohibitions what you must not do
13Another Definition
- Schell takes a different approach, starting with
an incredibly simple definition - A game is something you play
- While spot on, this definition isnt overly
useful on its own. - Recognizing this, Schell examined several
definitions from top game researchers, and
identified a collection of common qualities for
games
14Qualities of Games
- Schell identified 10 qualities in total
- Games are entered willfully
- Games have goals
- Games have conflict
- Games have rules
- Games can be won and lost
- Games are interactive
- Games have challenge
- Games can create their own internal value
- Games engage players
- Games are closed, formal systems
15Going Further
- Is this definition of a game too complex though?
Arent they simpler than this? - Schell went back to things, re-examined
definitions, and talked to players. - When asked why they play games, a common answer
emerged again and again - Players liked solving the problemspresented by
their games.
16Solving Problems?
- People tend to think of problems as something
negative. - Still though, it is hard to come up with a game
that does not, at some point, boil down to
problem solving. - After all, any game with a goal basically has
presented you with a problem to solve - Games are more than just problem solving though.
Often, solving problems are work and not for play
or fun
17Solving Problems?
- In the end, Schell settled on this definition
- A game is a problem-solving activity, approached
with a playful attitude. - This playful attitude usually implies that the
player comes with a sense of curiosity, looking
for fun, entertainment, and surprise. - While simple, this definition is both useful and
insightful to us as game designers.
18What is Game Design?
- Essentially, game design is the act of deciding
what a game should be. - Because its all about decision making, special
software or equipment is not needed. You only
need to be able to record and communicate your
decisions. - You dont need to be a programmer, or an artist,
or a writer. Those backgrounds can help you make
better decisions, or make them faster, but are
not strictly essential.
19What is Game Design?
- Designing a game involves hundreds or thousands
of decisions. - Design almost always continues throughout the
development of the game, from its start to its
finish. - While it is common for a game to have dedicated
designers, most people involved in development
make decisions at some point in time, and so are
also designers.
20Skills for Game Design
- Interestingly, most skills and disciplines can
be useful and applied to the design of a video
game. - This includes (from Schell)
- Animation, anthropology, architecture,
brainstorming, business, cinematography,
communication, creative writing, economics,
engineering, history, management, mathematics,
music, psychology, public speaking, sound design,
technical writing,visual arts,
21Skills for Game Design
- What is the most important skill though?
- Creativity?
- Critical thinking?
- Logic?
- Communication?
- These are all important, but most people believe
something else to be even moreimportant
22Listening
- Not simply hearing, but listening deep
listening in a way that involves appreciating,
understanding, and empathy. - Schell identifies five different kinds of
listening that are essential to the design of
video games
23Listening
- To your team Collectively, they have the skills
and experience needed to make the game. - To your audience If they arent satisfied with
your game, you have failed. To know how to
satisfy them, you have to listen to them. - To your game Like a mechanic that can tell what
is wrong with a car by listening to its engine
run, a good designer will know what is wrong with
their game by listening to it run. - To your client If you do not listen to the one
paying to support development, they will go to
someone who will. If not now, eventually - To your self This is how you tap into your own
creativity. You must be able to do this
24Why do People Play Games?
- There are a lot of generally accepted reasons why
people play games - Mastery
- Escapism
- Competition
- Knowledge
- Social interaction
- Physical seclusion
- Addiction
- And others
25Why do People Play Games?
- Mastery.
- Most players play to overcome the problems
presented to them by the game. - Some players are motivated further to master the
game itself, wanting to completely dominate every
aspect of it. - This is also to prove ones self by overcoming
challenges presented within the game, for a sense
of accomplishment, satisfaction, or
acknowledgement.
26Why do People Play Games?
- Escapism.
- Players often say that they play games to escape
or withdraw from the challenges or stresses of
the real world. - In essence, games can be a participatory means of
escape. - They can also provide fantasy fulfillment and
exploration, allowing the player to go places and
do things they couldnt do otherwise.
27Why do People Play Games?
- Competition.
- Simply put, some players enjoy the thrill of
competing against other players. - Other players in this case are typically human
(to provide sufficient challenge) but could be
driven by artificial intelligence instead. - This is only a natural extension of the same kind
of competitive spirit found in sports, only now
in a virtual space instead.
28Why do People Play Games?
- Knowledge.
- Many of our earliest learning experiences as
children come in the form of games. - Many examples of this can be found in the animal
kingdom as well. - What is learned depends greatly on the particular
game in question. - Learning could be either conscious or
subconscious, explicit or implicit. - Some researchers theorize that all games involve
learning, in one way or another.
29Why do People Play Games?
- Social interaction
- Multiplayer games allow for unique socializing
and interactions among people that are difficult
to find elsewhere. - This can occur both within the same room, and
remotely through a network. - This experience can also occur with only two
people, or thousands, as is the case with
Massively Multiplayer Online (MMO) games.
30Why do People Play Games?
- Physical seclusion
- While this might seem to be the opposite of
social interaction, it need not be. - For example, in an MMO game, you can have many
players in the same virtual place, with each in
their own private physical space. - Some people do play single player games for this
reason, but others play multiplayer games to have
an interactive experience, just in a secluded
environment.
31Why do People Play Games?
- Addiction.
- Some players indicate they are motivated by an
addiction a tendency to focus on one activity at
the expense of others. - Most game developers argue they want their games
to be addictive, in that the players are given
such a compelling experience that they do not
want to stop playing. - However, one must also consider the social and
ethical ramifications when this gets carried too
far. (More on this later.)
32Why do People Play Games?
- Other reasons
- A form of therapy. Games can provide a safe
means to relax or relieve stress. - A form of exercise. Games can provide both
mental and physical exercise. - A safe way to thumb ones nose at society and
overcome social restrictions. Examples - You can do things in a game that you cannot or
should not do in reality. - You can assume a role unacceptable by society or
engage in unacceptable activity.
33Why do People Play Games?
- Why not? They are fun after all
34Who Plays Games?
- To understand how to make better games, it is
good to consider the different types of players
that play games. - Not all players are the same.
- Not all players experience the samegame in the
same way. - Not all players play for the same reasons.
- We are going to examine geographics,
psychographics, and demographics.
35Who Plays Games?Geographics
- Geographics relate to players locations.
- A players country can affect their attitude
towards games or particular types of games or
gameplay. - In some cases, even the particular region within
a country can have similar effects. - Geographic effects must be taken into account
when developing and marketing games for them to
be successful.
36Who Plays Games?Geographics
- Examples of geographics issues
- Dominant hardware infrastructure.
- Consoles vs. computers?
- Wired vs. wireless connectivity?
- Dominant platform.
- Tolerance to certain types of content.
- Violence, sex, and so on.
- Use of licenses and licensed properties.
- Genre and gameplay adoption
- And many, many others.
37Who Plays Games?Psychographics
- Psychographics consists of peoples values,
attitudes, perceptions, lifestyles, and ways of
thinking. - This can affect attitudes towards games, game
genres, and types of gameplay as well, in a wide
variety of ways. - Consequently, psychographics must also be
considered in developing a game. - There are several ways to look at this
38Who Plays Games?Bartles Suits
- In 1996, Richard Bartle wrote a seminal article
on the types of players who play multi-user
dungeons (MUDs) or virtual worlds. - These games were typically Dungeons andDragons
like games consisting of numerous people playing
online at the same time. - Early MUDs were text-based, but newer ones are
graphical. (Some claim that MUDs led to the
development of games like Everquest and WoW.) - The same player classifications extend easily to
other kinds of video games, and games in general
as well.
39Who Plays Games?Bartles Suits
Enjoying Acting
Killers
Achievers
WorldOriented
Player Oriented
Socializers
Explorers
Enjoy Interacting
40Who Plays Games?Bartles Suits
- How are virtual worlds seen?
- Achievers see them as games. Their aim is to
improve, advance, and ultimately win. - Explorers see them more as pastimes, with rewards
coming from discovery and furthering
understanding. - Socializers see them as entertainment and
opportunities to communicate with others. - Killers see them as sport, in the same way that
hunting and fishing are sports.
41Who Plays Games?Bartles Suits
- Bartle made several interesting observations
based on this classification scheme - A game requires a healthy balance of the
different types of players to be successful.
(The exact balance depends heavily upon the game,
however.) - In many cases, games will reach an equilibrium of
player types on their own. This may or may not
be a good thing! - The design of a game greatly affects player
types simple tuning of a game can shift the
balance of types for better (or worse). - As players mature, they often change types or
adapt their roles in the game somewhat.
42Who Plays Games?Bartles Suits
- More achievers
- Slightly fewer socializers
- More killers
- Fewer achievers
- Slightly fewer socializers
- Fewer killers
- More explorers
- More explorers
- Slightly fewer killers
- Fewer explorers
- Slightly more killers
- More socializers
- More socializers
- More killers
- Fewer socializers
- Fewer socializers
- Fewer killers
- More killers
- Fewer achievers
- Slightly fewer explorers
- Far fewer socializers
- Fewer killers
- More achievers
- Far more socializers
43Who Plays Games?Bartles Suits
- Based on these observations Bartle deduced four
stable configurations - Killers and achievers in equilibrium, with hardly
any socializers or explorers. - Socializers in dominance, with everyone else only
having bit parts. - A balance between all four types, with enough
explorers to keep killers in check. - An empty virtual world.
- The third configuration is likely the best
prospect for a worlds longevity, with the first
and second tending towards the fourth.
44Who Plays Games?Bartles Suits
- The paper itself is a fascinating read
- Richard Bartle, Hearts, Clubs, Diamonds, Spades
Players Who Suit MUDs. Journal of MUD Research,
Volume 1, Issue 1. June 1996. Available online
athttp//www.mud.co.uk/richard/hcds.htm - Or, you can check out Bartles book Designing
Virtual Worlds, published by New Riders. (Its
in the Western library.)
45Who Plays Games?Four Keys to More Emotion
- In 2004, XEODesign released a report entitled
Why We Play Games. - In this report, they discuss their findings from
a field study of gamers on their experiences and
emotions during gameplay. - In the end they found four pathways or keys to
more emotion in a game without story. - Each key corresponds closely to a type of player.
- Interestingly enough, they found that the most
successful and best selling games possessed
gameplay catering to at least three of the keys.
46Who Plays Games? Four Keys to More Emotion
- Hard fun.
- Emotions are drawn from meaningful challenges,
strategies, and puzzles. - This caters to players who play to overcome
obstacles in their way to derive a feeling of
accomplishment. - By providing challenges to the player, the player
experiences a satisfying level of frustration
balanced by a sense of triumph over adversity.
47Who Plays Games? Four Keys to More Emotion
- Easy fun.
- Other players focus on the sheer enjoyment of
experiencing the game activities. - In this case, there is less focus on achieving
and success. - Instead, the game immerses the player in a world
that inspires curiosity, awe, wonder, and a
desire to explore the world and all that it has
to offer.
48Who Plays Games? Four Keys to More Emotion
- Altered states.
- Players using this key play to change from one
mental state to another. For example, to relieve
stress, avoid boredom, clear their minds, and so
on. - In this case, suitable interactions and gameplay
elements are required in thegame world external
to the player tocreate the altered state
internal to theplayer.
49Who Plays Games? Four Keys to More Emotion
- The People Factor.
- In this case, the game creates opportunities for
player competition, cooperation, performance, and
spectacle. - In this case, enjoyment is derived from playing
with or against others. - Players using this key see games as mechanisms
for social interaction.
50Who Plays Games? Four Keys to More Emotion
- There are quite a few similarities to their
findings and Bartles observations, although
there are some differences too. - An abstract of this report, as well as the
complete document can be found athttp//www.xeo
design.com
51Who Plays Games? Casual versus Hard-Core
- A common way of classifying players is to lump
them into one of two categories casual or
hard-core. - This was studied in more detail by Ernest Adams,
followed by Scott Kim, and then again by Adams
and Barry Ip. - In their latest work, Ip and Adams identify 15
factors for classifying players as casual or
hard-core, and develop methods for computing a
players gamer dedication to produce a scale
of classification instead of simply two
categories.
52Who Plays Games? Casual versus Hard-Core
- Hard-core gamers are (taken from Kim)
- Technologically savvy.
- Have the latest high-end computers/consoles.
- Willingness to pay (also by Adams).
- Prefer violent/action games.
- Prefer games that have depth and complexity.
- Play games over many long sessions (also by
Adams).
53Who Plays Games? Casual versus Hard-Core
- Hard-core gamers (taken from Adams)
- Hunger for gaming-related information.
- Discuss games with friends/bulletin boards.
- Play for the exhilaration of defeating (or
completing) the game. - Are much more tolerant of frustration.
- Tend to be engaged in competition with him or
herself, the game, and other players.
54Who Plays Games? Casual versus Hard-Core
- Other factors by Ip and Adams
- Age at which first started playing games.
- Comparative knowledge of the industry.
- Indications of early adoption behaviour.
- Desire to modify or extend games in a creative
way.
55Who Plays Games? Casual versus Hard-Core
- Based on these factors, Ip and Adams compute a
gamer dedication score.
56Who Plays Games? Casual versus Hard-Core
- Ip and Adams are continuing their work.
- Looking into formal studies to validate their
methods and analyses. - Using gamer dedication as a metric to improve
games (or game marketing). - More details can be found athttp//www.gamasutr
a.com/features/20020605/ip_pfv.htm
57Who Plays Games?VALS Psychotypes
- The Values, Attitudes, and Lifestyles Survey
(VALS) was developed by the Stanford Research
Institute. - VALS analyses the consumer market into eight
segments associated with different motivations
(ideals, achievement, and self expression) as
well as access to resources. - See http//www.sric-bi.com/VALS to test yourself!
58 58
59Who Plays Games?Myers-Briggs Type Indicator
- The Myers-Briggs Type Indicator (MBTI) is built
upon four pairs of traits considered to be
complementary. - All eight traits are present in all people, to
various degrees. - Each person is categorized into one of sixteen
types depending on their tendencies in the
pairings of traits, although each person can draw
upon all eight traits in different situations.
60Who Plays Games?Myers-Briggs Type Indicator
61Who Plays Games?Myers-Briggs Type Indicator
- ISTJ Trustee
- ISFJ Conservator
- INFJ Author
- INTJ Scientist
- ISTP Artisan
- ISFP Artist
- INFP Questor
- INTP Architect
- ESTP Promoter
- ESFP Entertainer
- ENFP Journalist
- ENTP Inventor
- ESTJ Administrator
- ESFJ Seller
- ENFJ Pedagogue
- ENTJ Field Marshall
Conceptual Summaries of the Sixteen Myers-Briggs
Types
62Who Plays Games?Myers-Briggs Type Indicator
- Myers-Briggs types can have many implications on
game design - How games are played (E vs. I)
- Learning and problem solving (S vs. N)
- Overall motivation (T vs. F)
- Goal orientation and structure (J vs. P)
- Challenge versus fun (TJ vs. FP)
- And so on
- For a good discussion refer to 21st Century Game
Design by Bateman and Boon.
63Who Plays Games? Flow and Optimal Experience
- Psychologist Mihaly Csikszentmihalyi conducted
interesting research into what he called flow
or optimal experience. - The main idea is that in certain mental states we
feel a complete an energized focus on an
activity, accompanied by a high level of
enjoyment and fulfillment in what we do. - As such, flow is typically defined as the
experience of devoting total concentration
effortlessly upon a task.
64Who Plays Games? Flow and Optimal Experience
- Csikszentmihalyi identified seven characteristics
of the flow experience. - The subject undertakes an activity they believe
they can complete. - The subject can focus their concentration
completely on the activity. - The activity has clear goals.
- The activity has direct feedback.
65Who Plays Games? Flow and Optimal Experience
- Characteristics (continued)
- The subject experiences a sense of effortless
involvement such that worries and concerns seem
to vanish. - The subject feels that they are in control of the
activity. - Subjective experience of time is altered.
- Not all characteristics need to be present for
flow to be experienced, but they are common
traits of a flow experience.
66Who Plays Games? Flow and Optimal Experience
- People that study games recognize these traits as
common to playing games. - Consequently, a state of flow can be correlated
with a highly enjoyable and immersive gameplay
experience. - As a result, to provide an enjoyable game
experience, a game should strive to place the
player in an optimal experience or provide a
framework that makes it more likely to occur.
67Who Plays Games? Flow and Optimal Experience
- A central idea to the psychology of optimal
experience is the flow channel. - When a subject faces challenges for which they
have insufficient skills, they experience
anxiety. - When a subject faces challenges for which their
skills are excessive, they experience boredom
instead. - The key to reaching the flow channel where an
optimal experience is achieved is to balance
challenge and skill.
68Who Plays Games? Flow and Optimal Experience
Anxiety
DegreeofChallenge
FlowChannel
Boredom
Degree of Skill
69Who Plays Games? Flow and Optimal Experience
- The concept of flow has very important
implications on good game design. - Games must strive to balance the challenge they
provide to the player playing the game. - How can this be done when every player brings
different skills, experiences, and tolerances to
the game? - How does the game cope and adjust difficulty as
expected player skill increases, especially when
the rate of increase varies?
70Who Plays Games?Demographics
- The demographics of players include statistic
information including - Gender
- Age
- Income level
- Education level
- Marital status
- Ethnicity
- And so on.
71Who Plays Games?Demographics
- Understanding demographics can provide valuable
information on the target audience and market for
your game. - Also, if you intended to target a game to a
particular audience, demographic information on
that audience can help you tune gameplay to meet
the needs and wants of that audience.
72Who Plays Games?Demographics
- Demographics can influence games in many ways
- Interface design.
- Story elements such as plot and characters.
- Pace of action.
- Target level of difficulty.
- Multiplayer and online support.
- Appropriateness of content.
- And so on.