IxD Play 04: A THING CALLED GAME
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Transcript of IxD Play 04: A THING CALLED GAME
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IXD P
LAY
04:
A THIN
G CALL
ED G
AME
F I ND
I NG
TH
E M
OS
T F
UN
ST
RU
CT
UR
ES
FO
R P
L AY
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I X D P L AY CH E L S E A H OW E
TODAY’S COMPANION MATERIALS
G A M E E X P E R I E N C E S
Flow –
• http://interactive.usc.edu/projects/cloud/flowing/
Passage –
• http://hcsoftware.sourceforge.net/passage/
Don’t Shoot The Puppy –
• http://www.rrrrthats5rs.com/games/dont-shoot-the-puppy/
Asphyx –
• http://dl.droqbox.com/asphyx/
R E A D I N G S & O T H E R M E D I A
Flourish, Martin Seligman–
• http://www.authentichappiness
.sas.upenn.edu/newsletter.aspx?
id=1533
Jane McGonigal –
• http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
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WHAT
IS A
GAME?
TH
E C
HA
RA
CT
ER
I ST
I CS
OF
PL
AY
- I ND
UC
I NG
EX
PE
RI E
NC
ES
I X D P L AY C H E L S E A H O W E
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“The voluntary attempt to overcome unnecessary obstacles”
- Bernard Suits
“A series of interesting decisions”
- Sid Meier
A vehicle for learning
- Raph Koster
WHAT IS A GAME?
I X D P L AY C H E L S E A H O W E
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“The voluntary attempt to overcome unnecessary obstacles”
- Bernard Suits
• The moment we are told to play a game, it is no longer a game. It becomes an obligation.• I must choose to participate.• I must be self-motivated to play.• Intrinsic – I want to play for playing’s sake
INTRINSIC V EXTRINSIC
I X D P L AY C H E L S E A H O W E
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“The voluntary attempt to overcome unnecessary obstacles”
- Bernard Suits
• In game challenge != real life challenge• Safety• Step removed• No survival instinct
THE MAGIC CIRCLE
I X D P L AY C H E L S E A H O W E
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“A series of interesting decisions”- Sid Meier
Decision: I have multiple options on how to proceed. I have an opportunity for self expression.
Interesting: The way I proceed will have an impact later. There is a sense of causality that I can control. I feel powerful.
CHOICE & CONSEQUENCE
I X D P L AY C H E L S E A H O W E
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A vehicle for learning- Raph Koster
Play: purest form of learning
Play: discovering rules of a system- possible actions, reactions, combinations, and meaning
Teaching vs enabling discovery
Sneaky Education (Tangential Learning)
SYSTEMS DISCOVERY
I X D P L AY C H E L S E A H O W E
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WHY
DO WE
LOVE
GAMES?
TH
E P
SY C
HO
L OG
Y B
EH
I ND
EN
GA
GE
ME
NT
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POSITIVE EMOTIONSENGAGEMENTRELATIONSHIPSMEANINGACCOMPLISHMENT
They enable us to feel, flow and connect
Martin Seilgman’s“PERMA”
experience framework
EXPERIENTIAL BLISS:WHY WE LOVE TO PLAY GAMES
I X D P L AY C H E L S E A H O W E
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Constant FeedbackClear GoalsChallengeAgencyAffect
EXPERIENTIAL BLISS:WHY WE LOVE TO PLAY GAMES
I X D P L AY C H E L S E A H O W E
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• Reward (& punishment)• Progress indicators
I know where I am, where I’m going, what I’m doing right, and what I’m doing wrong.
CONSTANT FEEDBACK:ACTION, REACTION, REWARD & PUNISHMENT
I X D P L AY C H E L S E A H O W E
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Aesthetic Reward
AnimationSFXParticle EffectAsset changeStatus change
Functional Reward
Stat bonusesNew mechanicNew areaNew itemCurrency
CONSTANT FEEDBACK:A SAMPLING OF REWARDS IN GAMES
I X D P L AY C H E L S E A H O W E
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An intermittent or partial schedule of reinforcement, with variable or random amounts of reinforcement
given in a random way, produces the strongest results. One fish after every behavior is boring and
predictable, so instead, trainers vary frequency, size and type of reinforcer. Sometimes trainers surprise the
dolphins with “Jackpots”—handfuls of fish. Your attention level stays higher if you never know
when you might hit the jackpot.
CONSTANT FEEDBACK:OPTIMAL REWARD SCHEDULES FROM OPERANT CONDITIONING
I X D P L AY C H E L S E A H O W E
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Terminal Goals
Intermediate Goals
Immediate Goals
TIME
CLEAR GOALS:NEAR, MID, AND LONG TERM OBJECTIVES
I X D P L AY C H E L S E A H O W E
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• I am fully engaged• All of my attention is on the experience• The game is testing my abilities
CHALLENGE:PUSHING PLAYERS TO THEIR FULL POTENTIAL
I X D P L AY C H E L S E A H O W E
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FRUSTRATION
BOREDOM
MY SKILL LEVEL
GA
ME’S
C
HA
LLEN
GE FLOW
CHALLENGE:THE IMPORTANCE OF FLOW FOR ENGAGEMENT
I X D P L AY C H E L S E A H O W E
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MY SKILL LEVEL
GA
ME’S
C
HA
LLEN
GE
CHALLENGE:USING FLOW FOR OPTIMAL DIFFICULTY CURVES
I X D P L AY C H E L S E A H O W E
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• I can make a difference• I can improve• I can work until I succeed• I can change the world
AGENCY:A GAME’S CAPACITY TO MAKE PLAYERS FEEL IN CONTROL
I X D P L AY C H E L S E A H O W E
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• Surprise, delight vs inconsistency, frustration• Randomness needs to be contained within consistent
mechanics• Cause and effect should always be clear• “I beat a boss and get an item” – but the item is
random• Vs “I beat a boss and… get teleported to a new
world? Get an item? Level up?”
I X D P L AY C H E L S E A H O W E
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AGENCY:THE EFFECT OF RANDOMNESS ON PLAYER AGENCY
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• To be someone else• To explore a new world• To live a different life• To feel something beautiful• To be part of a story
Escapism, empathy
AFFECT:A GAME’S ABILITY TO EVOKE EMOTION AND FEELING
I X D P L AY C H E L S E A H O W E
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GAME TO
OLS &
VER
BS
TH
I NG
S W
E’ R
E H
AR
D- W
I RE
D T
O L
OV
E A
ND
HO
W T
O R
EA
LI Z
E T
HE
M
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“Cleaning compulsion”Scott McCloud
The brain strives for order, consistency, completeness.
It wants to make sense of the world.
COHERENCE INSTINCT:THE DESIRE FOR PATTERN, LOGIC, AND HARMONY
I X D P L AY C H E L S E A H O W E
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• Learning optimal paths• Creating strategies• Manual dexterity/input expertise• Knowledgebase• High score• Complete traversal• End game• Incremental Mastery
1 2 3
MASTERY:THE SATISFACTION OF COMPREHENSIVE KNOWLEDGE OR SKILL
I X D P L AY C H E L S E A H O W E
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• Who am I? Who do I want to be?• Customization
– Aesthetics• Avatar• UI
– Mechanics• Stats• Abilities• Areas of interest
• User Generated Content
SELF-EXPRESSION:TESTING OUT WHO WE ARE, WHAT WE LOVE, HOW WE THINK
I X D P L AY C H E L S E A H O W E
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• Universal “Golden mechanic”• Having a full set = cleaning• Learning the extent of a domain = mastery• Fractal potential
Item Set Category Entirety
COLLECTING:SEEKING, LOCATING, ACQUIRING, ORGANIZING, CATALOGING, DISPLAYING, STORING, AND MAINTAINING ITEMS OF INTEREST - WIKIPEDIA
I X D P L AY C H E L S E A H O W E
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CREATION:FINDING AND COMBINING ELEMENTS TO CREATE NEW ONES
• Crafting/Cooking/Combining• Building/Assembling• Terraforming/Designing
I X D P L AY C H E L S E A H O W E
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• Discovering new territory• Point A to Point B• Exploring a map
TRAVERSAL:REACHING AND EXPLORING NEW AREAS
I X D P L AY C H E L S E A H O W E
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• Nurturing/Caretaking• Dominating/Defeating• Puzzle Solving
Word Spatial Logic Mathematic
ETCETERA:MECHANICS ARE ENDLESS
I X D P L AY C H E L S E A H O W E
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IXD P
LAY
04:
CONCLUSI
ON
TH
E V
OL U
NT
AR
Y P
UR
SU
I T O
F U
NN
EC
ES
SA
RY
OB
ST
AC
LE
S
I X D P L AY C H E L S E A H O W E
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