Principles of Engagement designing games for maximum player - - PowerPoint PPT Presentation

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Principles of Engagement designing games for maximum player - - PowerPoint PPT Presentation

Principles of Engagement designing games for maximum player engagement Chuck Clanton 24 May 2017 Stanford EE380 Why I Got into Game Design Definitions Game: a fictional reality with physics, goals, obstacles, means to overcome


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Principles of Engagement

designing games for maximum player engagement

Chuck Clanton

24 May 2017 Stanford EE380

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Why I Got into Game Design

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Definitions

  • Game: a fictional reality with physics, goals, obstacles, means to
  • vercome obstacles, and success conditions
  • Game mechanics – how the player can interact with the physics of

the game world, which includes what exists in the world, how they work, how the player can use them, what information they provide about actions, consequences, successes and progress

  • Game play – the goals and obstacles of the player in the game,

feedback about progress

  • In a classic multilevel game

– The lead game designer defines/invents the mechanics and the

  • verarching goals, the story of the game

– Level designers create the actual obstacles and solution paths for each levelexperiences

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From

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Satisfy a Basic Human Need

Richard Bartle:

  • Combat/competition – defeat others
  • Achievement – find or win stuff
  • Explorers – discover the world
  • Socializers –connect with others
  • Builders – create cool things, environments
  • Thinkers– solve puzzles

Combinations can be compelling

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Maslow’s Hierarchy of Basic Human Needs

as applied to games

Notes:

  • This work was done in the

1940’s but the triangle isnt his

  • 5 needs are typically cited, he

added 3 more later

  • There are more recent lists of

needs e.g. Shalom Schwartz physiological needs of my proxy eg shelter, food, water, money Safety and Possessions eg safe environment, health resources, property Belonging, Community eg love, friendship, intimacy, family Esteem eg confidence, self-esteem, achievement, respect Self-actualization eg morality, creativity Transcendence eg spirit, integrity Aesthetics eg nature, art, intimacy Cognitiion eg knowledge, understanding, problem solving

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Engagement in Flow

“in the zone”

A mental state of immersion in an activity with energized focus, full involvement, and enjoyment in the process of the activity

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Flow State

Subjective Perception of the Experience

Flow is an “optimal” experience in the sense that

  • Intense and focused concentration on the present
  • Merging of action and awareness
  • A loss of reflective self consciousness
  • Being so engrossed that other needs become

negligible

  • Alteration of the subjective experience of time
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Flow State

Conditions for Flow

  • 1. A clear set of goals
  • 2. A compelling purpose
  • 3. Personal agency
  • 4. Clear and immediate feedback
  • 5. A close match between perceived challenge and perceived skills

Requirements

  • 1. Knowing what to do
  • 2. Knowing how to do it
  • 3. Knowing how well you are doing
  • 4. Knowing where to go (if navigation is involved)
  • 5. High perceived challenges
  • 6. High perceived skills
  • 7. Freedom from distractions
  • r believing that you figure it out
  • r believing that you can acquire the skill

activity outcome, overall state and progress exciting exploration not “lost” challenge ramp competence, smart, powerful, accomplished requires constant attention, details and clues matter consequential actions meaningful purpose in the fiction of the game Progress and state (with 3, ability to stay in flow) Fairness “survivable” frustration the “mission” (multiple)

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Simple Hot Deep

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Simple

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HOT

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Racing Game Upgrade Vehicle Harder Track Find Solve Level Up Plot Advances

Action-Adventure

Reward Buy Stuff Defeat Opponent

Combat

Aim Shoot Maneuver Get Stuff

Action-Adventure

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Deep

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  • Beginner

– Full House – Naked Single

  • Easy

– Naked Single

  • Moderate

– Hidden Single

  • Intricate

– Locked Candidate – Naked Pair

  • Devious

– Unique Rectangle (type 3 - triple) – Jellyfish – XYZ-Wing – XY-Wing – Naked Quad

  • Fiendish

– Hidden Quad – Unique Rectangle (type 3 - quad) – Finned Fish – Sashimi Fish – Fishy Cycle – X-Chain – Simple Colors

  • Difficult

– Naked Triple – Hidden Pair – Unique Rectangle (type 1) – Unique Rectangle (type 2) – Unique Rectangle (type 4) – X-Wing – Swordfish – BUG – Unique Rectangle (type 3 - pair) – Hidden Triple

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SLIDE 26 Level 1 Level2 Level 3 Level 4 Level 5 Level 6 Level 7

Time Difficulty

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SLIDE 27 Level 1 Level2 Level 3 Level 4 Level 5 Level 6 Level 7

Time Difficulty

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Investment

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Low SKILL High CHALLENGE Low High

Anxiety Boredom

Low SKILL High CHALLENGE Low High

Skill challenge
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Anxiety Boredom

Low SKILL High CHALLENGE Low High

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1

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(HIS)TORY

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Feedback

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Games are intrinsically an alternate reality learning experience designed to induce a flow state