chapter 8-9 mats wouters. the game is made for a player
TRANSCRIPT
The Art of Game Design – A Book
of LensesChapter 8-9
Mats Wouters
Chapter 8The Game is Made for a Player
Know your audience They themselves often don’t know what
they want-> Listen Thoroughly
The Game is Made for a Player
Project yourself Put yourself in their place Memories of being part of the target
audience= one of the most valuable tools
Not a part of the audience?-> talk, observe, imagine
The Game is Made for a Player
Demographics/ market segments◦ Age◦ Gender
The Game is Made for a Player
0–3: Infant/Toddler 4–6: Preschooler 7–9: Kids 10–13: Preteen or “Tween” 13–18: Teen 18–24: Young Adult 25–35: Twenties and Thirties 35–50: Thirties and Forties 50+: Fifties and Up
The Game is Made for a Player
Games are mainly played by boys-> due to male-oriented aesthetics?
Same mechanics, female-oriented aesthetics
-> failed Boys and girls play differently
The Game is Made for a Player
Five things males like to see in games:
1. Mastery2. Competition3. Destruction4. Spatial Puzzles5. Trial and
Five things females like to see in games:
1. Emotion2. Real World3. Nurturing4. Dialog & Verbal
Puzzles5. Learning by
Example
The Game is Made for a Player
Lens #16: The Lens of the Player
• In general, what do they like?• What don’t they like? Why?• What do they expect to see in a game?• If I were in their place, what would I want
to see in a game?• What would they like or dislike about my
game in particular?
Demographic = player on the outside Psychographic = player on the inside
◦ Audiences by lifestyle◦ Audiences by Game Pleasures
The Game is Made for a Player
8 primary Game Pleasures:◦ Sensation◦ Fantasy◦ Narrative◦ Challenge◦ Fellowship◦ Discovery◦ Expression◦ Submission
The Game is Made for a Player
4 Player Types:◦ Achievers◦ Explorers◦ Socializers◦ Killers
The Game is Made for a Player
Other Game Pleasures:◦ Anticipation◦ Delight in Another’s Misfortune◦ Gift Giving◦ Humor◦ Possibility◦ Pride in an Accomplishment◦ Purification◦ Surprise◦ Thrill◦ Triumph over Adversity◦ Wonder◦ …
The Game is Made for a Player
What pleasures does your game give to players? Can these be improved?
What pleasures are missing from your experience? Why? Can they be added?
Lens #17: The Lens of Pleasure
Chapter 9The Experience is in the Player’s Mind
Game designers create experiences-> takes place in the human brain
= very complex 4 principle mental abilities related to
gaming:◦ Modeling◦ Focus◦ Imagination◦ Empathy
The Experience is in the Player’s Mind
Modeling:◦ Mind deals with simulated reality, not reality itself◦ Subconscious◦ Reality is too complex -> simple model◦ Games are simple models
-> mind can relax-> fun to play
The Experience is in the Player’s Mind
Focus:◦ Mind can focus on one thing while ignoring
another◦ Game designers strive for flow
= complete focus and engagement without regard for surroundings◦ Needs for flow:
Clear goals No distractions Direct feedback Continuously challenging
The Experience is in the Player’s Mind
Does my game have clear goals? If not, how can I fix that?
Are the goals of the player the same goals I intended? Are there parts of the game that distract players to
the point they forget their goal? If so, can these distractions be reduced, or tied into the game goals?
Does my game provide a steady stream of not-too-easy, not-too-hard challenges, taking into account the fact that the player’s skills may be gradually improving?
Are the player’s skills improving at the rate I had hoped? If not, how can I change that?
Lens #17: The Lens of Pleasure
Empathy:◦ = the ability to project ourselves into the palce of
others◦ Can happen automatically◦ Mental models◦ Projecting yourself into a game character for
problem solving
The Experience is in the Player’s Mind
Imagination:◦ Knowing what to show the player, and what to
leave up to their imagination◦ Functions:
Communication Problem Solving
The Experience is in the Player’s Mind
On which levels of Maslow’s hierarchy is my game operating?
How can I make my game fulfill more basic needs than it already is?
On the levels my game is currently operating, how can it fulfill those needs even better?
Lens #19: The Lens of Needs
4th level is most connected to games:games are excellent systems for
objective judgment
The Experience is in the Player’s Mind
What does your game judge about the players? How does it communicate this judgment? Do players feel the judgment is fair? Do they care about the judgment? Does the judgment make them want to improve?
Lens #20: The Lens of Judgment