2 Game Design Player Experience
2 Game Design Player Experience
GAMES ≠
(Athena, which
sprang out fully
formed from the
head of Zeus)
I want to
make a game
about XYZ…
Need more
Should I figure out than that
what “fun” is first?
I want to Should I analyze
make a game rules and game
about XYZ… pieces first?
Should I figure out
what “fun” is first?
Together?
Maybe…
Main model
We’ll look at game design on three levels
◦ Mechanics and systems
◦ Gameplay
◦ Player experience
player designer
Games
Gameplay is an experience
Player can’t talk to the designer
◦ They can only interact with the game itself
player designer
Games
Gameplay is an experience
Player can’t talk to the designer
Designer can’t talk to the player
player designer
Games
Gameplay is an experience
player designer
Example: Poker
What do players like about it?
Fun
Winning
Socializing
Etc.
Example: Poker
What do players like about it?
What are the basic game elements?
Cards Fun
Money Winning
Rules Socializing
Etc. Etc.
Example: Poker
What do players like about it?
What are the basic game elements?
What do you do with game elements, to produce this kind of fun?
Practicing designers talk about the gameplay, and how that affects player experience
Let’s use contemporary terminology instead
Example: Poker
Mechanics Gameplay
Dynamics Experience
Aesthetics
Gameplay
◦ How the game unfolds over time
◦ Activity / behavior/ patterns of play Cards Betting Fun
Money Bluffing Winning
Experience Rules Reading Socializing
◦ The enjoyable experience Etc. Etc. Etc.
◦ The feels / the fun
Gameplay …is not the only thing
Note: this model only talks about
things connected to gameplay Mechanics Gameplay Experience
...
Designer’s challenge
The designer aims to
create this experience…
Mechanics Gameplay
Dynamics Experience
Aesthetics
Mechanics Gameplay
Dynamics Experience
Aesthetics
Today
◦ Experience
Next week
◦ Gameplay
◦ Mechanics
Player Experience
Player Experience
Player’s feeling of “fun”
◦ “This game is awesome!”
◦ “This game sucks! It’s not fun!” What does the
player mean by
“fun”?
Player Experience
Player’s feeling of “fun”
◦ “This game is awesome!”
◦ “This game sucks! It’s not fun!”
Started by collecting
12 different possible
motivations from
existing literature
Source: http://quanticfoundry.com/gdc/
Motivation
clustering
Very large survey, N = 140,000
Produced clear clustering of
gamer preferences
◦ But why?
◦ Conscientiousness
◦ Openness
◦ Extraversion
No results for:
◦ Agreeableness
◦ Emotional Stability
How do games compare?
Counter-Strike fulfills desires for
◦ Challenge, strategy, competition, destruction
Every game pursues multiple player desires and therefore multiple player types
Other results
Source: https://quanticfoundry.com/2016/02/10/gamer-generation/
Other results
Source: https://quanticfoundry.com/2016/02/10/gamer-generation/
(However: got to remember potential for biases: audience self-selection, etc. Still need more studies on this.)
Source: https://quanticfoundry.com/2016/12/15/primary-motivations/
Experience Summary
Let’s not talk about “fun” in general
Different players have different motivations
Consider that your game needs to provide a 3-5 minute “chunk” of experience
◦ How do you fit your vision into 5 minutes?
◦ Don’t plan for an epic
Today’s summary
Game Design
◦ Intro
◦ Player Experience