pac-man (1982) story: what is going to happen next? natural curiosity about humans. justifies what...

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Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys. Eye Candy / Ear Candy Next Goal that is clear, within-reach ("Just One More") Feeling of Constant Improvement Collection / Hoarding (via Skinner Box) Game Design Best Practices

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Page 1: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 2: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

Pac-Man (1982)

Page 3: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

• Story: What is going to happen next? Natural curiosity about humans.

• Justifies what you are doing, rather than red/green/blue cardkeys.

• Eye Candy / Ear Candy

• Next Goal that is clear, within-reach ("Just One More")

• Feeling of Constant Improvement• Collection / Hoarding (via Skinner Box)

Game Design Best Practices

Page 4: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

Skinner Box

Operant conditioning withvariable-ratio reward scheduling.

Page 5: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

Skinner Boxes

Page 6: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

Skinner Boxes

Page 7: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

• Story: What is going to happen next? Natural curiosity about humans.

• Justifies what you are doing, rather than red/green/blue cardkeys.

• Eye Candy / Ear Candy

• Next Goal that is clear, within-reach ("Just One More")

• Feeling of Constant Improvement• Collection / Hoarding (via Skinner Box)

Game Design Best Practices

Page 8: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 9: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 10: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 11: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 12: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 13: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 14: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

A Question to Ask

Page 15: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

What is Boredom?

Page 16: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

What is Boredom?

A healthy responseto unproductive situations.

Page 17: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

Like simulated annealing…

Page 18: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 19: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 20: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 21: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 22: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 23: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

“It is better to be a conscious slave than a happy one.” The word “slave” clarifies the nature of the ultimate consequences being considered: they are exploitative and hence aversive. What the slave is to be conscious of is his misery; and a system of slavery so well designed that it does not breed revolt is the real threat.

Page 24: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

“The problem is to free men, not from control, but from certain kinds of control, and it can be solved only if our analysis takes all consequences into account. How people feel about control … does not lead to useful distinctions.”

Page 25: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 26: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 27: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 28: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 29: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

“Many of today's console games exert a time crush. They demand tens or even hundreds of hours of attention to complete, some or most of which often feels empty. In that respect, one could argue that many games seem to destroy time….

Page 30: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

“But social games do something even more violent: they also destroy the time we spend away from them... through obligation, worry, and dread over missed opportunities.”

Ian Bogost

Page 31: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 32: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 33: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 34: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 35: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 36: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

A/B Split Testingto Maximize Profit

Page 37: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 38: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 39: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 40: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

A Spectrum of Games

Page 41: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 42: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

A Spectrum of Games

Page 43: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

Designer’s Defense:

“We’re just giving people what they want… They’re having fun.”

Page 44: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

These really are“good game design”

How to respect the player?

They are also extremely manipulative.

Page 45: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

My personal approach

Page 46: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

an intensely personal game

Page 47: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

a game on a subject that interests me very much,

right now

Page 48: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

the game that will impact players' lives in the way that I want, while still making a

reasonable amount of money

Page 49: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

With respectcomes the possibility for

open and honest communciation

Page 50: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 51: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 52: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys
Page 53: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

“Games should just be fun. What is the big deal? I am

having fun.”

Page 54: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

“Writers and people who had command of words were respected and feared as people who manipulated magic.

In latter times I think that artists and writers have allowed themselves to be sold down the river. They have accepted the prevailing belief that art and writing are merely forms of entertainment. They're not seen as transformative forces that can change a human being, that can change a society. They are seen as simple entertainment -- things with which we can fill twenty minutes, half an hour, while we're waiting to die.

Page 55: Pac-Man (1982) Story: What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys

“It is not the job of artists to give the audience what the audience want. If the audience knew what they needed, then they wouldn't be the audience; they would be the artists. It is the job of artists to give the audience what they need.”

Alan MooreThe Mindscape of Alan Moore