Title: Jay Crossler
1Serious Games Game DesignLecture 2 Course
Book Review - Theory of Fun, Player Archetypes
- Jay Crossler
- Senior Software Engineer
2The Theory of Fun
- Why is work usually not fun?
- at least, for most people
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4Consider 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?
5The 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
6Why are games not fun?
- People quit when its too hard to win
7Why are games not fun?
- People quit when its too easy to win
8How 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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10MIPS/Megabytes program growth
11The 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
12Chunking isnt always good
13Discovering 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
14Grokking
- 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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16Practice is building a library of chunked skills
and decisions
17What is fun?
18What 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
19Play 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
20Is 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?
21How 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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23Is this fun?
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25The 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
26What is the opposite?
27What 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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29The 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?
30For more buy the course book Theory of Fun,
by Raph Koster
31Are 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.
32Player Archetypes
- Why do people play games so differently?
- also
- An introduction to Massively Multiplayer Games
33How people choose games
34Bartle 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.
35Bartle 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!"
36Massively 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.
37People play what is familiar
38MMO 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
39Time 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
40Occupational Status
41Profession Types, Life Lessons
42Activity Matrix
- Peoples interests can be broken down into 12
main categories
43Activity Matrix
- These types-of interests correspond highly to
categories of game-player
44What 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
45What 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
46How 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
47Subgames 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
48Classic 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
49Classic 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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51The 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
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