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Better game characters by design: A psychological approach

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Title: Better game characters by design: A psychological approach


1
Better game characters by design A
psychological approach
  • Katherine Isbister, Ph.D.
  • Rensselaer (RPI)

2
Overview
  • Motivations
  • Approach
  • Findings
  • On measuring effectiveness
  • Some concluding thoughts
  • Q/A

3
Motivations
4
Primary motive despair
5
lemons and oranges
6
What makes game characters so much better?!
7
Approach
8
Approach
  • 2002-ongoing
  • Analyzing characters in a wide range of game
    genres, looking for design patterns grounded in
    social psychological principles.
  • Student research team and course projects
    magnified efforts and evolved pattern
    descriptions.
  • Presentations at GDC 2004-2006 elicited input
    from industry experts.

9
Approach
  • Why social psychology?
  • Applying human-human responses to human-character
    dynamics makes sense and is experimentally
    justified (The Media Equation)
  • Game industry had relied heavily prior to this on
    linear media (film, writing) for guidelines, but
    games are inherently interactive.

10
Approach
  • End result book!
  • Meant for game developers, game design
    students, and the HCI/believable character
    community

11
Findings
12
Example Patterns
  • Astute use of first impression cues
  • Clever automation of nonverbal cues
  • Emotional expectation management through social
    roles

13
Example Patterns
  • Astute use of first impression cues
  • Baby faces
  • Stereotypes
  • Dom/sub and friend/foe

14
Baby faces
15
Baby faces
16
Stereotypes
17
Stereotypes
18
Dominance and Friendliness
19
Example Patterns
  • Clever automation of nonverbal cues
  • Gaze
  • Social body language

20
Gaze
21
Social body language
22
Example Patterns
  • Emotional expectation management through social
    roles
  • Minions
  • Arch enemy

23
Minions
24
Arch-enemy
25
On Measuring Effectiveness
26
How do you know if it worked?
  • Game industry folks do not typically make use of
    benchmarks/advanced usability testing.
  • They rely on some combination of
  • Design vision
  • Astute developer management and Q/A
  • Market (evolutionary selection)
  • Informal user feedback/folklore

27
How do you know if it worked?
  • They can benefit from shared terminology,
    well-grounded in research.
  • My book focuses on giving them a common language
    to help calibrate their informal (but rigorous)
    process of evaluation.

28
How does this help believable character
researchers?
  • Researchers can learn from best practices of
    industry--the structural framework based upon
    psychology provides scaffolding.
  • Sub-areas usually have accompanying measures that
    can be leveraged to test particular effects in
    isolation (e.g. baby face, dom/sub and
    friend/foe).

29
Some concluding thoughts
30
Some concluding thoughts
  • Perhaps oranges come from orange trees, not lemon
    trees

31
Some concluding thoughts
  • Perhaps oranges come from orange trees, not lemon
    trees(process and contextual pressures
    profoundly shape outcomes)

32
Some concluding thoughts
  • Perhaps oranges come from orange trees, not lemon
    trees(process and contextual pressures
    profoundly shape outcomes)
  • Emphasis on biggest impact on user experience
  • Extreme time pressure rich resources
  • No need for theoretical rigor or implementation
    elegance

33
Some concluding thoughts
  • Can we make lemonade?

34
Some concluding thoughts
  • Can we make lemonade?(setting valuable and
    meaningful research agendas)

35
Some concluding thoughts
  • Can we make lemonade?(setting valuable and
    meaningful research agendas)
  • Addressing industry issues with respect and
    seriousness
  • Finding ways to translate and re-translate other
    areas of theory between domains

36
Thank you
  • http//www.friendlymedia.org
  • Isbisk_at_rpi.edu
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