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Some notes on demographics

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You have already decided which demographic type you are. ... Tony Hawks Pro Skater is a prime example most of these ideas and explains why it ... – PowerPoint PPT presentation

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Title: Some notes on demographics


1
Some notes on demographics
  • You have already decided which demographic type
    you are.
  • Here are some notes on how the types affect the
    choices made by games designers.
  • Do you agree?

2
Extrovert vs Introvert
  • Most gamers are Introverts.
  • Extroverts play games when bored.
  • Introverts do so by choice.
  • Most games are designed with Introverts in mind
    (long play times, long lasting gameplay).
  • Extroverts prefer more social games, pad-passing
    between couples on consoles or multi-player/shared
    experience.
  • Extroverts like performance-games (dance mat
    games etc.).

3
Sensing vs iNtuition
  • Do you read game manuals before you play?
  • Sensing types are patient types who follow
    routine info.
  • iNtuition types are patient with abstract or
    complex material but like to discover patterns as
    they play.
  • When it comes to games design, tutorial material
    is generally created for the 70 of the
    population who are Sensing types.
  • iNtuition types especially like open-ended gaming
    (exploring game universes with no set end goal).
  • Hardcore gamers do not like structured linear
    tutorials, therefore tend towards being iNtuition
    types.

4
Sensing vs iNtuition
  • Note according to Myers-Briggs, journalists
    (including game reviewers) are iNtuition types.
  • Good tutorials are combinations of structured and
    learn through experience methods.
  • Platform games (Prince of Persia, Tomb Raider
    etc.) do this well.
  • In the game itself, problems should show a
    similar combination with some iNtuition type
    problems (adventure games like Sam and Max are
    particularly lateral) but most should be logical
    otherwise annoys most of your gaming audience.
  • An obvious approach is to ensure that the
    critical path of the game is free from iNtuition
    type problems but sub-paths may offer rewards for
    solving these type of problems.
  • Regardless of type, learning curves should never
    be steep.

5
Thinking vs Feeling
  • Thinking types prefer clear objectives while
    Feeling types prefer encouragement.
  • How this should be done is hotly debated.
  • Thinking types get irritated by this form of
    interaction.
  • Since there is a bias of Thinking types in men
    (about 60) games have been largely designed with
    Thinking type structures.
  • To appeal to a wider audience, more Feeling type
    approaches within the game world are required.
  • The idea of bonuses or rewards is one way to
    achieve this without irritating Thinking types.

6
Thinking vs Feeling
  • Could be unlocking areas of the game world, new
    equipment for a character, new usable characters
    even just a different set of character clothing
    is all that is required
  • Tony Hawks Pro Skater is a prime example most of
    these ideas and explains why it had such broad
    appeal amongst hardcore and casual players, male
    and female alike.
  • Note, that the design should not treat this as
    merely a key collecting exercise.
  • Encouragement can also be given within game
    dialogue, complex tasks are split into sub-tasks
    with some king of pat on the head approach to
    provide the necessary encouragement.
  • Be careful of Game Over screens!

7
Judging vs Perceiving
  • Judging types prefer goal-orientation
    completing objectives etc.
  • Perceiving types play to improve their abilities.
  • Hardcore gamers tend to be Judging types hence
    the large amount of games design with goals in
    mind
  • Perceiving types prefer open gaming with no clear
    end conditions.
  • Judging types prefer games they can complete and
    dont mind linear game structure.

8
Judging vs Perceiving
  • Judging types tend towards over-achievement.
  • Perceiving types tend to be academic
    underachievers (education was generally a
    goal-oriented structure until continuous
    assessment became the norm).
  • Game structure is heavily based on the JvP model
    with more Perceiving type behaviour becoming
    common where players can pick the parts of the
    game they want to complete in order to progress
    (GTA).
  • Old style arcade games were by necessity heavily
    Judging type oriented.

9
TJ vs FP
  • For TJ types, the challenge of the game is the
    key issues. Thinking emphasises the tasks to be
    completed and Judging is the perception of
    achievement of those tasks.
  • For FP types, the key issue is the maximisation
    of enjoyment of the game. Feeling is emotional
    involvement (characters, game world,
    interactivity with other players) and Perceiving
    is the avoidance of tasks that are too
    challenging and hence reduce enjoyment.
  • Main challenge for current designers is to
    balance these two types!
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