Game Design: Theory and Practice (Book's Summary: Part 2)
Book’s Author: Richard Rouse III
Summarized by Samuel Coelho
1. What Players Want
Determining what players want out of a game is something that all designers must contemplate if they want to make great games.
Designers must have the ability to assess whether something is fun for themselves, combined with the ability to listen to the opinions of others.
We cannot look at the problem of “what players want” purely from a market-driven standpoint and declare, “I don’t understand it, but if they want it, I’m going to give it to them.” In order to make a great game, you must first find it fun yourself, and hopefully this can be used to build something that appeals to others as well. But in the end, the spark must come from within.
Often game designers are so bereft of an idea of what will be fun and what gamers want that they instead only include gameplay ideas that have been tried before, rehashing what was popular with game players last year.
Gamers generally don’t want to buy a game that is only a clone of another game; a “new” game that only offers old ideas and brings nothing original to the table. Nonetheless, successful games can be useful, not for cloning, but for analysis.
1.2 Why do Players Play?
1.2.1 Players Want a Challenge
The challenge is one of the primary motivating factors for single-player home games.
Games can entertain players over time, differently each time they play, while engaging their minds in an entirely different way than a book, movie, or other form of art.
Games force players to think actively, to try different solutions to problems, to understand a given mechanism.
1.2.2 Players Want to Socialize
Computer game designers need to remember that the origin of games is tied to a social experience, and that this communal component is central to their appeal.
The fact that players still try to chat with each other in high-velocity games like Halo and Doom is testament to they player’s desire to socialize.
As multi-player games have become more and more common, many game developers have been quick to point out their advantages in terms of competitive AI. Human opponents are much more unpredictable and challenging than any AI that could be reasonably created for games. This, they suggested is why people are drawn to multi-player games. Though this may be true, the biggest advantage of these multiplayer games is that they transform computer games into truly social experiences, which is one of the largest motivating factors for people to play games.
1.2.3 Players Want a Dynamic Solitary Experience
Sometimes friends are not available to play, or players are tired of their friends, or simply are tired of having to talk to other people all the time. Similar to the differences between going to a movie theater with an audience versus renting a video to watch alone at home, the antisocial nature of single-player games attracts a lot of people who had enough of the other members of the human race.
1.2.4 Players Want to Bragging Rights
If one looks at arcade games both old and new, the high-score table and the ability to enter one’s name into the game, even if only three letters, provides a tremendous incentive for people to play a game repeatedly. Players who may not have much to brag about in their ordinary lives, who may not be terribly physically coordinated at sports or bookish enough to do well in school, can go down to the arcade and point out to all their friends their initials in the Centipede game. Even without telling to anyone, players can feel tremendous satisfaction when they beat a particular game.
1.2.5 Players Want an Emotional Experience
The emotions that games are able to evoke in players are much stronger than what can be experienced in other media where the experience is less immersive and considerably less personally involving.
Unfortunately, many games emotional ranges are limited to excitement/tension during a conflict, despair at repeated failure at a given task, and then elation and a sense of accomplishment when the players finally succeed. Game designers would be wise to concentrate on expanding the emotional experience in games beyond excitement and accomplishment, into more unexplored and uncharted emotional territory.
1.2.6 Players Want to Explore
Exploration is not limited to spatial exploration. There is the exploration of different strategic choices, different types of resources and the exploration of personalities of the characters you meet.
1.2.7 Players Want to Fantasize
Computer games have the potential to be a fantastically immersive form of escapism providing a good medium for players to explore sides of their personality that they keep submerged in their daily lives.
1.2.8 Players Want to Interact
Games provide better than any other art form an interactive experience. No other art form allows audience to be the guiding force in the experience they are having. Games have fond their greatest successes when they have played up the interactive nature of the experience and provided our audience with something that they cannot get anywhere else.
1.3 What do Players Expect?
Players have certain gameplay expectations, and if these are not met, they will soon become frustrated and find another game to play. It’s the game designer’s job to make sure the game meets these expectations.
1.3.1 Players Expect a Consistent World
The consistency of the player’s actions must be maintained. Having no expectation of what will happen if a certain maneuver is attempted will only frustrate and confuse players.
Players also do not want a maneuver to work sometimes and fail other times, without a readily apparent reason for the different outcome. Also, if only expert players are able to identify why their action failed, many novices will become frustrated of they are defeated for no reason they can understand.
1.3.2 Players Expect to Understand the Game-World’s Bounds
When playing a game, players must be able to understand which actions are possible and which are outside of the scope of the game’s play space.
1.3.3 Players Expect Reasonable Solutions to Work
If the player finds himself with a given solution for a puzzle that logically, along with the gameplay provided, should work in the game and it doesn’t, he will feel cheated by the game. Therefore, there may be a lot of equally reasonable solutions, and unless the designer makes sure that those solutions work as well, players will discover and attempt these non-functionality solutions and will be irritate when they do not work.
1.3.3 Players Expect Direction
Players need to have some idea of what they are supposed to accomplish in the game and how they might achieve this specific goal. Not having direction is a bit too much like real life, and players already have a real life, also most of the players play games to fantasize.
If players do not know what their goal is, the goal might as well not exist. The classic example of the goal-less game is SimCity. SimCity is like a toy with which players can do whatever they want, without ever explicitly being told that they have failed or succeeded. In it the players will strive to make their idea of perfect city. Therefore, though SimCity does not explicitly have a goal, the very nature of the game and its grounding in a widely understood reality encourages players to come up with their own goals.
1.3.4 Players Expect to Accomplish a Task Incrementally
Once players understand what their goal in the game-world is, they like to know that they are on the right track toward accomplishing that goal. The best way to do this is to provide numerous sub-goals and sub-sub-goals along the way. Players are rewarded for accomplishing these sub-goals just as they are for the main goal.
Without providing feedback of some sort, like rewards, especially if the steps necessary to obtain a goal are particularly long and involved, players may well be on the right track and do not realize it.
1.3.4 Players Expect to Be Immersed
In order for players to become truly immersed, they must come to see themselves as their game-world surrogate.
Once players get into the game they often forget that they are playing a game, just as film audience may forget they’re in a theater or a book’s reader may become completely swept up in the lives of the story’s characters. Commonly known as the “suspension of disbelief,” this is the point when a piece of art can be its most affecting on its audience.
Things that may snap out the player from the gaming experience:
- Game crashing;
- Physics outside of the game’s context;
- A reasonable solution for a puzzle not woking;
- Bad correlation between GUI and game-world;
- Main character featuring an annoying behavior;
1.3.5 Players Expect Some Setbacks
A victory that is too easily achieved is a hollow victory.
It must be kept clear that when players fails, they should see what they should have done instead and they should instantly recognize why what they are attempting failed to work out.
It’s also a good idea to let players win a bit at the beginning of the game. This will suck players into the game, they will know that success is possible and enjoyable and will try extra hard to overcome what has bested them.
1.3.6 Players Expect Fair Chance
Players do not want to be presented with an obstacle that can only be surmounted through trial and error, where an error results in their character’s death or the end of their game. Players may be able to figure out the proper way to overcome the obstacle through trial and error, but there should be some way to figure out a successful path on their first try.
If players keep dying from each shot-in-the-dark attempt around an obstacle they will curse your game!!
1.3.7 Players Expect to Not Need to Repeat Themselves
Once players have accomplished a difficult goal in a game, they do not want to have to repeat their accomplishment.
Game player’s lack of desire to repeat themselves is why save-games were created. Also, if the game designers recognize that a specific obstacle is a difficult one to pass, they can make the game automatically save the player’s position.
It’s also important to note that automatic saves should not be used as a replacement for player-requested saves, but should instead work in conjunction with them.
1.3.8 Players Expect to Not Get Hopelessly Stuck
Under no circumstances should the players be left alive, stuck in a situation from which they cannot continue on with their game.
We also must consider the implementation of an AI that figures out when it has been hopelessly overpowered and surrender, just as players who are hopelessly far behind will do the same thing by quitting and starting a new game.
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