Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Quest for Fun

Michael C. Neel
July 12, 2013
1.6k

Quest for Fun

Talk given at CodeStock 2013

Michael C. Neel

July 12, 2013
Tweet

Transcript

  1. GAME DESIGN Anthropology Animation Architecture Brainstorming Business Cinematography Communication Creative

    Writing Economics Engineering History Management Music Psychology Public Speaking Sound Design Technical Writing Visual Arts
  2. FUN

  3. What are the conditions and actions required to elicit the

    emotional response commonly associated with “fun” in a given person or group?
  4. The Power Curve: Bejeweled Level Points Needed Match 3 1

    - 2 500 10 2 - 3 1000 15 3 - 4 1500 20 4 - 5 2500 25 5 - 6 3300 30 6 - 7 4400 35
  5. The Power Curve: Bejeweled Level Points Needed Match 3 Difficulty

    1 - 2 500 10 50 2 - 3 1000 15 67 3 - 4 1500 20 75 4 - 5 2500 25 100 5 - 6 3300 30 110 6 - 7 4400 35 126
  6. The Power Curve: Bejeweled Level Points Needed Match 3 Difficulty

    Increase 1 - 2 500 10 50 - 2 - 3 1000 15 67 17 3 - 4 1500 20 75 8 4 - 5 2500 25 100 25 5 - 6 3300 30 110 10 6 - 7 4400 35 126 16
  7. • Sensation Game as sense-pleasure • Fantasy Game as make-believe

    • Narrative Game as unfolding story • Challenge Game as obstacle course • Fellowship Game as social framework • Discovery Game as uncharted territory • Expression Game as soap box • Submission Game as mindless pastime Eight Kinds of Fun Robin Hunicke, Marc LeBlanc, Robert Zubek
  8. Games Are Combinations • Charades Fellowship, Expression, Challenge • Quake

    Challenge, Competition, Sensation • The Sims Discovery, Fantasy, Expression, Narrative • Final Fantasy Fantasy, Narrative, Expression, Discovery, Challenge, Submission
  9. A role-playing game based on the legends of King Authur!

    The player selects one of four knights of the Round Table and then rides off to adventure in medieval England. He will fight mythical beasts, rescue damsels in distress, and encounter figures of legend such as Merlin and the Lady of the Lake. Ultimately he will find the Holy Grail! He can then select another knight and take on the quest again with new challenges! • This is an Exclusive Design • Male focused language • Play as a male character • Few (no?) positive female characters Camelot Adventures
  10. A role-playing game based on the legends of King Authur!

    The player begins as a knight finding a Camelot in Ruin. The Holy Grail is lost and the Knights of the Round Table are missing. The King asks the player to find the knights, who are each ensnared in their own quests. Each encounter presents new challenges as the player fights mythical beasts, solves ancient puzzles, and encounters figures of legend such as Merlin and the Lady of the Lake. In the end the player returns to Camelot with the Holy Grail and is made a full Knight of the Round Table ! • Neutral Language • Player can choose Avatar • Player is rewarded • A more interesting game? • Scaling from one to two is the hardest step! Camelot Adventures
  11. The Blind Spot Problem People Who Could Play My Game

    Play My Game (Not to scale) People Like Me
  12. The Big 5 (OCEAN) (Gamer) Openness to Experience Conscientiousness Extraversion

    Agreeableness Neuroticism Imagination Artistic Interests Emotionality Adventurousness Intellect Liberalism
  13. 5 Domains of Play (Game) The Big 5 (OCEAN) (Gamer)

    Openness to Experience Novelty Conscientiousness Challenge Extraversion Stimulation Agreeableness Harmony Neuroticism Threat
  14. 5 Domains of Play (Game) The Big 5 (OCEAN) (Gamer)

    O N C C E S A H N T 0.42 0.327 0.51 0.28 0.015
  15. 5 Domains of Play (Game) The Big 5 (OCEAN) (Gamer)

    Openness to Experience Novelty Conscientiousness Challenge Extraversion Stimulation Agreeableness Harmony Neuroticism Threat
  16. Harmony (Agreeableness) Challenge (Conscientiousness) Novelty (Openness to Experience) Stimulation (Extraversion)

    Realism vs. Fantasy Building vs. Exploring Easy vs. Hard Work vs. Impulse Groups vs. Solo Thrilling vs. Serene PvP vs Team Context vs. Mechanics (Imagination) (Adventurousness) (Self-Efficacy) (Self-Discipline) (Gregariousness) (Excitement-Seeking) (Accomodation) (Sympathy)
  17. Team PvP Harmony Context Mechanics Skilled Less Skilled Work Challenge

    Not Work Explores Builds Fantasy Realism Novelty Thrill Calm Multiplayer Solo Stimulation
  18. Work Play Impulse Play Skilled Play Less Skilled Play Perseverer

    Dabbler Challenge (Conscientiousness) Masterer Talent
  19. Work Play Impulse Play Skilled Play Less Skilled Play Perseverer

    Dabbler Challenge (Conscientiousness) Masterer Talent
  20. • A Theory of Fun for Game Design by Raph

    Koster • The Art of Game Design: A book of lenses by Jesse Schell • Gender Inclusive Game Design: Expanding The Market by Sheri Graner Ray • MDA: A Formal Approach to Game Design and Game Research By Robin Hunicke, Marc LeBlanc, Robert Zubek • The 5 Domains of Play by Jason VandenBerghe • Extra Credits “Puzzle Games” S3E22 Thank you! @ViNull / vinull.com / [email protected] @the_darklorde