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It is all about the experience! Player experience in game design
It is all about the experience
player experience in game design
Rui Prada (IST, SPCV)
          


                      Who is this guy?
Professor	
  at	
  Ins,tuto	
  Superior	
  Técnico	
  
Dep.	
  Computer	
  Science	
  and	
  Engineering	
  
	
  
Applica,on	
  Area	
  on	
  Games	
  
h5p://ajist.tecnico.ulisboa.pt/	
  
	
  
7	
  years,	
  2	
  courses	
  
	
  >200	
  students,	
  >	
  50	
  game	
  prototypes	
  
             


                                                              Who is this guy?
Sociedade	
  Portuguesa	
  de	
  Ciências	
  dos	
  Videojogos	
  (Est.	
  2009)	
  
Co-­‐Founder	
  and	
  Current	
  President	
  
	
  
Promo,ng	
  
	
  Knowledge	
  and	
  understanding	
  
	
  CollaboraHon	
  of	
  peers	
  
	
  Teaching	
  and	
  research	
  
www.spcvideojogos.org	
  
h5p://www.ipca.pt/videojogos/	
  
          


                      Who is this guy?
Author	
  of	
  
	
  
	
  
	
  Design	
  e	
  Desenvolvimento	
  de	
  Jogos	
  
	
  Carlos	
  MarHnho,	
  Pedro	
  Santos,	
  Rui	
  Prada	
  
	
  FCA,	
  2014	
  
h5ps://www.flickr.com/photos/nanagyei/5199156473	
  
             


                                                              Who is this guy?
Avid	
  Player	
  
	
  
Game	
  Collector	
  
h5ps://www.flickr.com/photos/merydith/5875929614	
  
         
Player Experience
h5ps://www.flickr.com/photos/jamesHmbrell/8314586801/	
  
Experience? Why?
Games	
  are	
  means	
  to	
  live	
  experiences	
  
Voluntary	
  
Subjec,ve	
  
Gameplay	
   Experience	
  
Game	
  Designer	
  
Player	
  
Experience? Why?
Design	
  for	
  the	
  experience	
  
A	
  good	
  game	
  is	
  one	
  the	
  promotes	
  a	
  good	
  experience	
  
	
  
Gameplay	
  Experience	
  
Game	
  Designer	
  
Player	
  
1.	
  Doing/Performing	
  
	
  	
  
2.	
  Feeling/Assessing	
  
	
  	
  
3.	
  Remembering/Learning	
  
Experience? What?
Fulfill	
  a	
  dream	
  
	
  Do	
  something	
  that	
  cannot	
  be	
  done	
  
	
  	
  
	
  Feel	
  special	
  
	
  	
  
	
  Live	
  and	
  acquire	
  something	
  unique	
  
Player Experience
Doing/Performing	
  
	
  Create	
  moHvaHon,	
  opportuniHes,	
  incenHves	
  for	
  acHon	
  
Feeling/Assessing	
  
	
  Promote	
  interesHng	
  choices	
  
	
  Define	
  consequences	
  of	
  choices	
  
Remembering/Learning	
  
	
  Promote	
  re-­‐use	
  and	
  combinaHon	
  
Crafting the Experience
         
Pleasure
h5p://pixabay.com/p-­‐110303	
  
A	
  good	
  experience	
  elicits	
  pleasure	
  
	
  
Brain	
  rewards	
  “desirable”	
  situaHons	
  and	
  
behaviours	
  
A Good Experience
Achievement.	
  Achieve	
  milestones,	
  finish	
  tasks.	
  
Power.	
  Have	
  an	
  impact	
  on	
  the	
  world,	
  improve	
  skill.	
  
Affilia,on.	
  Maintain	
  posiHve	
  interacHons	
  with	
  others.	
  
Avoidance.	
  Self-­‐preservaHon,	
  seeking	
  certainty.	
  
	
  
Balance	
  Novelty	
  and	
  Control	
  
Pleasure: Satisfaction of Needs
Internal	
  sensa,ons	
  linked	
  to	
  assessment	
  of	
  
situaHons	
  
People	
  have	
  needs	
  of	
  emo,onal	
  regula,on	
  
(to	
  relax	
  or	
  get	
  excited)	
  
Regulate	
  engagement	
  (a5enHon	
  and	
  
moHvaHon)	
  
Pleasure: Emotions
If	
  something	
  
has	
  emo,onal	
  impact	
  
it	
  is	
  relevant!	
  
Emotions and Engagement
Primary Emotions
a. b. c.
d. e. f.
Anger	
   Fear	
   Disgust	
  
Surprise	
   Happiness	
   Sadness	
  
  	
  	
  
Achieve	
  a	
  desirable	
  situaHon	
  
Complete	
  a	
  level	
  
Give	
  the	
  players	
  what	
  they	
  desire	
  
Nice	
  rewards	
  (e.g.	
  rare	
  items)	
  
	
  	
  	
  	
  	
   	
  	
  
Achieve	
  an	
  undesirable	
  situaHon	
  
Lose	
  something	
  important	
  
Lose	
  an	
  opportunity	
  
Stronger	
  if	
  the	
  situaHon	
  is	
  irreversible	
  
	
  
Eliciting Emotions
  	
  	
  
Obstruct/deny	
  players’	
  goals	
  
Hurt/damage	
  what	
  they	
  like	
  
The	
  blame	
  is	
  not	
  a5ributed	
  enHrely	
  to	
  the	
  self	
  
Belief	
  that	
  the	
  situaHon	
  is	
  recoverable	
  
	
  	
  	
  	
  	
   	
  	
  
Promote	
  anHcipaHon	
  of	
  an	
  undesirable	
  situaHon	
  
Threaten	
  what	
  is	
  important	
  for	
  the	
  player	
  
Creates	
  tension	
  
PotenHates	
  other	
  emoHons	
  (e.g.	
  Happiness)	
  
	
  
Eliciting Emotions
  	
  	
  
Create	
  unexpected	
  situaHons	
  
Framed	
  in	
  the	
  expectaHons	
  of	
  players	
  and	
  uncertainty	
  
PosiHve	
  surprises:	
  the	
  situaHon	
  becomes	
  be5er	
  
NegaHve	
  surprises:	
  the	
  situaHon	
  becomes	
  worst	
  
	
  	
  	
  	
  	
   	
  	
  
Create	
  uncomfortable	
  situaHons	
  
Not	
  clearly	
  undesirable,	
  but	
  probably	
  to	
  avoid	
  
Social	
  disgust:	
  related	
  to	
  social	
  values	
  
Eliciting Emotions
All	
  emoHons	
  ma5er	
  
Go	
  beyond	
  primary	
  emoHons	
  
Social	
  emo,ons	
  
(Guilt,	
  shame,	
  pride,	
  love…)	
  
Which Emotions?
Playing	
  is	
  a	
  learning	
  ac,vity	
  
(players	
  learn	
  controls,	
  mechanics,	
  
strategies,	
  story…)	
  
Pleasure: Learning
Support	
  learning	
  in	
  your	
  game	
  
Balance	
  guidance	
  and	
  
self-­‐explora,on	
  
Learning
The	
  experience	
  is	
  ruined	
  if	
  
	
  	
  
	
  There	
  is	
  nothing	
  to	
  learn	
  
	
  It	
  is	
  impossible	
  to	
  learn	
  (noise,	
  sensory	
  
	
  overload)	
  
	
  There	
  is	
  no	
  interest	
  in	
  the	
  things	
  learnt	
  
	
  (are	
  not	
  applied	
  in	
  the	
  game)	
  
Learning
Visceral:	
  moHon,	
  heat,	
  relaxaHon	
  
Cogni,ve:	
  problem	
  solving,	
  memory	
  challenges	
  
Social:	
  social	
  status,	
  sense	
  of	
  belonging,	
  
interacHng	
  with	
  others	
  
Moral:	
  follow	
  ideals,	
  moral	
  code	
  
Types of Pleasure
Sensa,on:	
  game	
  as	
  sensory	
  pleasure	
  
Fantasy:	
  game	
  as	
  make	
  believe	
  
Narra,ve:	
  game	
  as	
  drama	
  
Challenge:	
  game	
  as	
  obstacle	
  course	
  
Fellowship:	
  game	
  as	
  social	
  framework	
  
Discovery:	
  game	
  as	
  uncharted	
  territory	
  
Expression:	
  game	
  as	
  self-­‐discovery	
  
Submission:	
  game	
  as	
  pasHme	
  
Types of Pleasure (MDA)
         
Progression
h5ps://www.flickr.com/photos/usafe/14050607788/	
  
The	
  experience	
  changes	
  
with	
  Hme	
  
Progression
Selec,on:	
  build	
  expectaHons	
  
Assump,on:	
  establish	
  grounds	
  based	
  on	
  previous	
  
experience	
  (genre,	
  world	
  metaphors)	
  
Abstrac,on:	
  idenHfy	
  the	
  mechanics,	
  (dis)confirm	
  
assumpHons	
  
Strategy:	
  build	
  strategies	
  combining	
  the	
  mechanics	
  
Reduc,on:	
  ignore	
  “irrelevant”	
  informaHon	
  
Phases of the Experience
Challenge	
  and	
  Novelty	
  
(keep	
  the	
  learning)	
  
Managing the Progression
The Flow
Degree of
Challenge
Skill Level
Anxiety
Boredom
Flow
Channel
Experience
Design	
  the	
  experience	
  considering	
  ,me	
  
(play	
  sessions,	
  replays)	
  
The Experience Through Time
Define	
  ,me	
  steps	
  (storyboard):	
  	
  
the	
  beginning,	
  the	
  mid	
  game,	
  the	
  end…	
  
	
  
For	
  each	
  define:	
  
	
  what	
  to	
  do,	
  how	
  to	
  feel	
  and	
  what	
  to	
  remember.	
  
The Experience Matrix
         
Games as Communication Tools
Theme	
  (subject)	
  
Thesis	
  (perspecHve,	
  an	
  idea)	
  
Game	
  conveys	
  the	
  message	
  
	
  
Game Design as Communication
Theme and Thesis
h5ps://www.flickr.com/photos/enricjuve/2695421587/	
  
	
   	
  h5ps://www.flickr.com/photos/jamesboyes/13931401969/	
  
	
   	
   	
   	
   	
  h5ps://www.flickr.com/photos/jonycunha/3880522914/	
  
	
   	
   	
   	
   	
   	
   	
   	
  h5ps://www.flickr.com/photos/mene5rier/6382539855/	
  
Supports	
  the	
  meaning	
  of	
  the	
  experience	
  
Establish	
  a	
  culture	
  (interests,	
  values,	
  
	
  symbols,	
  heroes,…)	
  
Bound	
  the	
  dreams	
  that	
  the	
  game	
  supports	
  
Theme and Thesis
Gameplay	
  is	
  crucial	
  for	
  the	
  experience	
  
The	
  presenta,on	
  is	
  important	
  as	
  well	
  
Theme and Presentation
         
Players are not all Alike
h5ps://www.flickr.com/photos/popculturegeek/7640586630	
  
A good game is one that promotes a good experience
Satisfaction of needs, emotional impact, learning
Well balanced in time
Meaningful message
Rui Prada
rui.prada@tecnico.ulisboa.pt
http://gaips.inesc-id.pt/rprada

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It is all about the experience! Player experience in game design

  • 2. It is all about the experience player experience in game design Rui Prada (IST, SPCV)
  • 3.                                Who is this guy? Professor  at  Ins,tuto  Superior  Técnico   Dep.  Computer  Science  and  Engineering     Applica,on  Area  on  Games   h5p://ajist.tecnico.ulisboa.pt/     7  years,  2  courses    >200  students,  >  50  game  prototypes  
  • 4.                                                                            Who is this guy? Sociedade  Portuguesa  de  Ciências  dos  Videojogos  (Est.  2009)   Co-­‐Founder  and  Current  President     Promo,ng    Knowledge  and  understanding    CollaboraHon  of  peers    Teaching  and  research   www.spcvideojogos.org  
  • 6.                                Who is this guy? Author  of        Design  e  Desenvolvimento  de  Jogos    Carlos  MarHnho,  Pedro  Santos,  Rui  Prada    FCA,  2014   h5ps://www.flickr.com/photos/nanagyei/5199156473  
  • 7.                                                                            Who is this guy? Avid  Player     Game  Collector   h5ps://www.flickr.com/photos/merydith/5875929614  
  • 8.           Player Experience h5ps://www.flickr.com/photos/jamesHmbrell/8314586801/  
  • 9. Experience? Why? Games  are  means  to  live  experiences   Voluntary   Subjec,ve   Gameplay   Experience   Game  Designer   Player  
  • 10. Experience? Why? Design  for  the  experience   A  good  game  is  one  the  promotes  a  good  experience     Gameplay  Experience   Game  Designer   Player  
  • 11. 1.  Doing/Performing       2.  Feeling/Assessing       3.  Remembering/Learning   Experience? What?
  • 12. Fulfill  a  dream    Do  something  that  cannot  be  done        Feel  special        Live  and  acquire  something  unique   Player Experience
  • 13. Doing/Performing    Create  moHvaHon,  opportuniHes,  incenHves  for  acHon   Feeling/Assessing    Promote  interesHng  choices    Define  consequences  of  choices   Remembering/Learning    Promote  re-­‐use  and  combinaHon   Crafting the Experience
  • 14.           Pleasure h5p://pixabay.com/p-­‐110303  
  • 15. A  good  experience  elicits  pleasure     Brain  rewards  “desirable”  situaHons  and   behaviours   A Good Experience
  • 16. Achievement.  Achieve  milestones,  finish  tasks.   Power.  Have  an  impact  on  the  world,  improve  skill.   Affilia,on.  Maintain  posiHve  interacHons  with  others.   Avoidance.  Self-­‐preservaHon,  seeking  certainty.     Balance  Novelty  and  Control   Pleasure: Satisfaction of Needs
  • 17. Internal  sensa,ons  linked  to  assessment  of   situaHons   People  have  needs  of  emo,onal  regula,on   (to  relax  or  get  excited)   Regulate  engagement  (a5enHon  and   moHvaHon)   Pleasure: Emotions
  • 18. If  something   has  emo,onal  impact   it  is  relevant!   Emotions and Engagement
  • 19. Primary Emotions a. b. c. d. e. f. Anger   Fear   Disgust   Surprise   Happiness   Sadness  
  • 20.       Achieve  a  desirable  situaHon   Complete  a  level   Give  the  players  what  they  desire   Nice  rewards  (e.g.  rare  items)                 Achieve  an  undesirable  situaHon   Lose  something  important   Lose  an  opportunity   Stronger  if  the  situaHon  is  irreversible     Eliciting Emotions
  • 21.       Obstruct/deny  players’  goals   Hurt/damage  what  they  like   The  blame  is  not  a5ributed  enHrely  to  the  self   Belief  that  the  situaHon  is  recoverable                 Promote  anHcipaHon  of  an  undesirable  situaHon   Threaten  what  is  important  for  the  player   Creates  tension   PotenHates  other  emoHons  (e.g.  Happiness)     Eliciting Emotions
  • 22.       Create  unexpected  situaHons   Framed  in  the  expectaHons  of  players  and  uncertainty   PosiHve  surprises:  the  situaHon  becomes  be5er   NegaHve  surprises:  the  situaHon  becomes  worst                 Create  uncomfortable  situaHons   Not  clearly  undesirable,  but  probably  to  avoid   Social  disgust:  related  to  social  values   Eliciting Emotions
  • 23. All  emoHons  ma5er   Go  beyond  primary  emoHons   Social  emo,ons   (Guilt,  shame,  pride,  love…)   Which Emotions?
  • 24. Playing  is  a  learning  ac,vity   (players  learn  controls,  mechanics,   strategies,  story…)   Pleasure: Learning
  • 25. Support  learning  in  your  game   Balance  guidance  and   self-­‐explora,on   Learning
  • 26. The  experience  is  ruined  if        There  is  nothing  to  learn    It  is  impossible  to  learn  (noise,  sensory    overload)    There  is  no  interest  in  the  things  learnt    (are  not  applied  in  the  game)   Learning
  • 27. Visceral:  moHon,  heat,  relaxaHon   Cogni,ve:  problem  solving,  memory  challenges   Social:  social  status,  sense  of  belonging,   interacHng  with  others   Moral:  follow  ideals,  moral  code   Types of Pleasure
  • 28. Sensa,on:  game  as  sensory  pleasure   Fantasy:  game  as  make  believe   Narra,ve:  game  as  drama   Challenge:  game  as  obstacle  course   Fellowship:  game  as  social  framework   Discovery:  game  as  uncharted  territory   Expression:  game  as  self-­‐discovery   Submission:  game  as  pasHme   Types of Pleasure (MDA)
  • 29.           Progression h5ps://www.flickr.com/photos/usafe/14050607788/  
  • 30. The  experience  changes   with  Hme   Progression
  • 31. Selec,on:  build  expectaHons   Assump,on:  establish  grounds  based  on  previous   experience  (genre,  world  metaphors)   Abstrac,on:  idenHfy  the  mechanics,  (dis)confirm   assumpHons   Strategy:  build  strategies  combining  the  mechanics   Reduc,on:  ignore  “irrelevant”  informaHon   Phases of the Experience
  • 32. Challenge  and  Novelty   (keep  the  learning)   Managing the Progression
  • 33. The Flow Degree of Challenge Skill Level Anxiety Boredom Flow Channel Experience
  • 34. Design  the  experience  considering  ,me   (play  sessions,  replays)   The Experience Through Time
  • 35. Define  ,me  steps  (storyboard):     the  beginning,  the  mid  game,  the  end…     For  each  define:    what  to  do,  how  to  feel  and  what  to  remember.   The Experience Matrix
  • 36.           Games as Communication Tools
  • 37. Theme  (subject)   Thesis  (perspecHve,  an  idea)   Game  conveys  the  message     Game Design as Communication
  • 38. Theme and Thesis h5ps://www.flickr.com/photos/enricjuve/2695421587/      h5ps://www.flickr.com/photos/jamesboyes/13931401969/            h5ps://www.flickr.com/photos/jonycunha/3880522914/                  h5ps://www.flickr.com/photos/mene5rier/6382539855/  
  • 39. Supports  the  meaning  of  the  experience   Establish  a  culture  (interests,  values,    symbols,  heroes,…)   Bound  the  dreams  that  the  game  supports   Theme and Thesis
  • 40. Gameplay  is  crucial  for  the  experience   The  presenta,on  is  important  as  well   Theme and Presentation
  • 41.           Players are not all Alike h5ps://www.flickr.com/photos/popculturegeek/7640586630  
  • 42. A good game is one that promotes a good experience Satisfaction of needs, emotional impact, learning Well balanced in time Meaningful message Rui Prada rui.prada@tecnico.ulisboa.pt http://gaips.inesc-id.pt/rprada

Editor's Notes

  • #12: Doing, crafting, solving Assessing: fear, social comparison Remembering: learning how to play
  • #13: Doing, crafting, solving Assessing: fear, social comparison Remembering: learning how to play
  • #17: Basic human needs We have intrinsic motivation to satisfy the needs