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Jay Crossler

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Title: Jay Crossler


1
Serious Games Game DesignLecture 2 Course
Book Review - Theory of Fun, Player Archetypes
  • Jay Crossler
  • Senior Software Engineer

2
The Theory of Fun
  • Why is work usually not fun?
  • at least, for most people

3
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4
Consider tic-tac-toe
  • Kids will play it continuously and always lose
  • Victory seems just barely outside their grasp
  • And then one day, all games become draws
  • At this point, they dont enjoy playing it
    anymore
  • Did mastery and understanding come so suddenly?
  • Do they understand its a limited game with an
    optimal strategy?
  • Or, do they just see a pattern, and not really
    understand it?
  • To us, does it matter if its a O(n) problem,
    O(n2), or O(n!)? Then, do we really understand
    it?

5
The Problem
  • Games are very multidimensional
  • Game Development has mostly been an art, not a
    science
  • Not many teachers understand them
  • Even fewer agree that its a valid area of study
  • No one really understands what makes something
    fun
  • And, in the US, video game fun is a 10B/year
    industry
  • Even more important, games teach values and
    problem solving skills, both to children and
    adults

6
Why are games not fun?
  • People quit when its too hard to win

7
Why are games not fun?
  • People quit when its too easy to win

8
How do we think?
  • Humans take in vast amounts of information and
    chunk it into smaller pieces
  • Humans can see up to 72 frames per second (60 is
    adequate)
  • Humans can distinguish millions of colors (women
    30 more)
  • Can recognize image (afterblurs) even at 1/220th
    of a second
  • 100M neurons in the retina
  • The eye processes 10 Million point images/sec
  • Brain holds about 100M Megabytes
  • Yet, we are always taking mental shortcuts
  • Brain only notices v of what we see (estimated
    at 2000bits/frame)

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10
MIPS/Megabytes program growth
11
The best programmer is a lazy programmer
  • To fight this huge onslaught of data, we chunk
    and create icons
  • Interface standard Only give 3-7 options
  • Most people can only make judgments about 4
    things at once

12
Chunking isnt always good
13
Discovering patterns is fun
  • People dislike chaos, they prefer ordered,
    chunkable patterns
  • But there is a thrill of delight when you get it,
    and discover the pattern

14
Grokking
  • Grok from R. A. Heinliens Stranger in a
    Strange Land
  • When you understand something so deeply that you
    become one with it even love it.
  • Grokking something is understanding it beyond
    intuition
  • Very similar to muscle memory
  • Brain has three levels of thought
  • 1 Conscious thought logical, mathematical,
    list-based
  • 2 Intuitive, associative, integrative
    chunking, no words
  • 3 Autonomic nervous system whole sets of
    decisions

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Practice is building a library of chunked skills
and decisions
17
What is fun?
18
What are games?
  • Games are real
  • Theyre just abstracted pictures of reality
  • A Magic Circle of disconnection a formal
    system
  • Their pattern may or may not exist in reality
  • Games are puzzles to solve
  • We learn underlying patterns, grok them fully,
    then file them
  • Very similar to learning the piano, or learning
    to drive, or fight
  • Only real difference is that stakes are usually
    much lower
  • Games are concentrated chunks of reality
  • Abstracted and iconic, already prepared for our
    brains to use
  • They are formal systems, and dont have messy
    details
  • Games are very powerful learning tools

19
Play vs. Game vs. Sport
  • Iconified representations of human experience
    that we can practice with and learn patterns from
  • Whats the difference between a game and a book?
  • Books offer patterns to the highest level of your
    brain
  • Games offer patterns to one level lower
  • In a book, you can read weather is important to
    armies
  • In a game, you can get your army beaten and
    really feel it
  • You can not practice a pattern or run
    permutations with a book

20
Is fun just learning?
  • Play, Games, Sports
  • All about recognizing goals and patterns, just
    usually have different risks and rewards
  • Why, then, do some people not think learning is
    fun?

21
How can a game be fun?
  • Games are exercise for our brains
  • As we learn the patterns, more novelty is needed
  • Practice can keep a game fresh, but soon well
    grok it
  • Games are thus disposable, and boredom is
    inevitable
  • Formal games are very susceptible to this
  • They usually dont have enough variables to be
    interesting
  • The pattern is too easily figured out
  • The more formally constructed a game is, the more
    limiting it will be
  • Adding physics, psychology, multiplayer all add
    variables

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23
Is this fun?
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25
The theory of fun
  • Fun is about our brain feeling good
  • Brains release endorphins into our system
  • Our brains are on drugs all the time
  • Theres a chemical release when we master a task
  • Our moment of triumph is rewarded by the brain
  • Notice someone always smiles when they get it
  • Needed for survival of the species
  • It is the act of solving puzzles that makes a
    game fun

26
What is the opposite?
27
What is boredom, then?
  • When a game stops teaching us, we feel bored
  • Boredom is the brain looking for new information
  • It happens when there are no new patterns to
    absorb
  • When a book is dull, its failing to show a
    captivating pattern
  • Dont underestimate the brains desire to learn
  • The brain craves stimuli
  • Not necessarily new experiences, just new data to
    make patterns
  • Experiences force new chunking, and the brain
    doesnt like to do more work that it has to
    (Thats why it chunks in the first place!)

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29
The Theory of Fun in Games
  • Games must navigate between boredom and overload
  • Watch out for
  • Tic-tac-toe Too easy
  • Baseball RBI scores for 20 years Fun but not
    worth my time
  • Dont see any patterns Too hard
  • Patterns shown too slowly Its too repetitive
  • Patterns shown too quickly It got too hard too
    fast
  • Players mastered the pattern I beat it
  • Fun is just another word for learning
  • A successful game is one that teaches everything
    it has to offer before the player gets bored and
    stops playing
  • Is this the same for XML classes, then?

30
For more buy the course book Theory of Fun,
by Raph Koster
31
Are grokers experts?
  • 1. Experts notice features and meaningful
    patterns of information that are not noticed by
    novices.
  • 2. Experts have acquired a great deal of content
    knowledge that is organized in ways that reflect
    a deep understanding of their subject matter.
  • 3. Experts' knowledge cannot be reduced to sets
    of isolated facts or propositions but, instead,
    reflects contexts of applicability that is, the
    knowledge is "conditionalized" on a set of
    circumstances.
  • 4. Experts are able to flexibly retrieve
    important aspects of their knowledge with little
    attentional effort.
  • 5. Though experts know their disciplines
    thoroughly, this does not guarantee that they are
    able to teach others.
  • 6. Experts have varying levels of flexibility in
    their approach to new situations.

32
Player Archetypes
  • Why do people play games so differently?
  • also
  • An introduction to Massively Multiplayer Games

33
How people choose games
34
Bartle Personality Types
  • ? Achiever
  • Players give themselves game-related goals, then
    vigorously set out to achieve them. Build
    cities, accumulate treasure.
  • ? Socializer
  • Use communication facilities for role-playing or
    to converse and interact with others.
  • ? Explorer
  • Try to find out as much as possible about the
    game. Search areas and mechanics, fight every
    monster, do every quest.
  • ? Imposer (Killer)
  • Provide game tools to cause distress on others.
    Usually involves applying a powerful sword to
    another players head.

35
Bartle Personality Types
  • ? Achievers Say
  • "I'm busy." "Sure, I'll help you. What do I get?"
    "So how do YOU kill the dragon, then?" "Only 4211
    points to go!"
  • ? Socializers Say
  • "Hi!" "Yeah, well, I'm having trouble with my
    boyfriend." "What happened? I missed it, I was
    talking."
  • ? Explorers Say
  • "Hmm..." "You mean you don't know the shortest
    route from to ?" "I haven't
    tried that, what's it do?"
  • ? Killers Say
  • "Ha!" "Coward!" "Die!" "Die! Die! Die!" "N00b!"

36
Massively Multiplayer Online Games (MMOs)
  • Are MMOs
  • Games? Like chess, tennis, DD? Yes - to
    achievers.
  • Pastimes? Like reading, gardening, cooking? Yes
    - to explorers.
  • Sports? Like huntin', shooting, fishin'? Yes -
    to killers.
  • Entertainments? Like nightclubs, TV, concerts?
    Yes - to socialisers.

37
People play what is familiar
38
MMO DemographicsSource The Daedelus project
  • In MMOs
  • Average age is 26
  • 50 work full time
  • 25 are teenagers
  • 36 are married
  • 22 have children
  • 60 have played more than 10 hours continuously
  • 20 play with a romantic partner
  • 28 play with a family member
  • MMO players spend an average of 22 hours/week
    playing
  • Americans spend an average of 24 hours/week
    watching TV

39
Time spent in game
  • Given a hypothetical pool of 1000 players
  • 840 would be male
  • 160 would be female
  • Of the 840 male players
  • 193 would be playing a female
  • 647 would be playing a male
  • Of the 160 female players
  • 5 would be playing a male
  • 155 would be playing a female
  • In other words
  • About 1 out of every 2 female characters is
    played by a man
  • About 1 out of every 100 male characters is
    played by a woman

40
Occupational Status
41
Profession Types, Life Lessons
42
Activity Matrix
  • Peoples interests can be broken down into 12
    main categories

43
Activity Matrix
  • These types-of interests correspond highly to
    categories of game-player

44
What do players want?
  • Players want a Challenge
  • Players want to Socialize
  • Players want a dynamic Solitaire experience
  • Players want bragging rights
  • Players want an emotional experience
  • Players want to fantasize

45
What do players expect?
  • Players expect
  • A consistent world (one that they can chunk and
    grok)
  • A world with understandable bounds
  • Reasonable solutions should work
  • Direction towards success goals
  • Accomplishment of tasks incrementally subgoals
  • Immersion
  • to fail
  • a fair chance
  • not to need to repeat themselves
  • never to be hopelessly stuck
  • to do, not to watch

46
How do you satisfy people?
  • Use Interface conventions
  • Let them rely on their existing knowledge
  • A familiar topic helps people get right into the
    game
  • Give a lot of positive feedback early in the game
  • Give them the idea theyre on the right track
  • Everything they do, the computer acknowledges it,
    recognizes it, and thinks its really cool
  • Prototype!
  • In 2 years of development, 1.25 of it is for
    playing/testing
  • Balance so that its not boring/too hard is
    crucial

47
Subgames can meet the needs of different
personalities
  • In Sid Meyers Pirates, you have subgames for
  • Sword-fights
  • Navigating your ship
  • Raiding a town
  • In Sid Meiers Civilization, subgames are
    integrated
  • Military system
  • Economic Stock Market system
  • Production systems ..all of these are
    intertwined
  • Do I invent a new chariot, or give the people
    that stadium?
  • Scale Starting small with one settler, building
    an empire
  • Started with Will Wrights Sim City
  • Notice that in some games, there are no goals
    you infer what they should be from real life

48
Classic arcade game traits
  • Single Screen Play .. Easy for old graphics
    cards
  • Infinite Play .. Keep putting in quarters
  • Multiple Lives .. Make you think you have a
    chance
  • Scoring/High scores .. Players want bragging
    rights
  • Easy-to-learn gameplay
  • No Story

49
Classic arcade games
  • Input
  • How responsive do you want to be to the users
    inputs?
  • Interconnectedness
  • Keep everything in theme with related metaphors
  • Escalating Tension
  • Building speed, with temporary periods of relief
  • Player Focus
  • Keep their attention concentrated on one spot
  • Minimize the superfluous distractions

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51
The point?
  • Game designers now either build a game completely
    targeted to one or two personality type
  • Mortal Kombat (Killer)
  • Doom (Explorer, Killer)
  • The Sims (Socializer, Achiever)
  • Or, they build games aimed at balancing across
    each
  • Star Wars Galaxies
  • Professions for Dancer, Chef, Image Designer,
    Architect, Droid Engineer, Pistoleer, Bounty
    Hunter, Commando, etc.
  • World of Warcraft
  • Each class has parts which satisfy desires of
    each personality archetype

52
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