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Thinking About Games Thinking About Games

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Page 1: Cs9541 2  About Games

Thinking About GamesThinking About Games

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چیست چیست بازی بازی

مجبور که های فعالیت مجموعه از مجبور کارعبارتست که های فعالیت مجموعه از کارعبارتستو هستیم ان انجام و به هستیم ان انجام به

انجام به مجبور که است کارهای مجموعه انجام بازی به مجبور که است کارهای مجموعه بازینیستیم نیستیم ان ان

- Mark Twain, - Mark Twain, The Adventures of Tom SawyerThe Adventures of Tom Sawyer

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چیست چیست بازی بازی

و � دارد وجود بازی تعریف برای زیادی های و راه دارد وجود بازی تعریف برای زیادی های راهانها بین اما رسد می ساده نطر به که انها هرچند بین اما رسد می ساده نطر به که هرچند

دارد دارد اختلفوجود اختلفوجودبگیریم � یاد را مفهوم این میکنیم بگیریم سعی یاد را مفهوم این میکنیم سعیرا � چیزی توان می چگونه اینصورت غیر در را زیرا چیزی توان می چگونه اینصورت غیر در زیرا

دانیم نمی که کنیم دانیم طراحی نمی که کنیم طراحی

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چیست چیست بازی بازی

ادامز � اقای کتاب از شده اقباس ادامز تعریف اقای کتاب از شده اقباس تعریفدر � سعی که کارهایی مجموعه است عبارت در بازی سعی که کارهایی مجموعه است عبارت بازی

واقعیت یک واقعیت بازسازی یک بر بازسازی مبباید بازیگر و بر ذاشته مبباید بازیگر و ذاشتهسعی نیست اسان هم چندان که قواعد سعی اساس نیست اسان هم چندان که قواعد اساس

کند بازی اهداف به رسیدن کند در بازی اهداف به رسیدن دربرخی � اما نیست روان خیلی چند هر تعریف برخی این اما نیست روان خیلی چند هر تعریف این

میدهد یاد ما به را میدهد موارد یاد ما به را موارد

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چهار � دارای بازی هر تعریف این اساس چهار بر دارای بازی هر تعریف این اساس برمیباشد اصلی میباشد عنصر اصلی عنصر

فعالیت � و فعالیت حرکت و حرکتواقعیت � نوع یک واقعیت بازسازی نوع یک بازسازیاهدافاهداف�قواعدقواعد�

از مستقل داشته وجود بازی هر در عناصر از این مستقل داشته وجود بازی هر در عناصر اینبازی انجام چگونگی و بازی نوع انجام چگونگی و نوع

بازی یک اساس بازی عناصر یک اساس عناصر

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PlayPlayفعالیتفعالیت

و � فیلم مانند هستند ای ارایه ها سرگرمی از و برخی فیلم مانند هستند ای ارایه ها سرگرمی از برخی کتابکتاب

باشند � می کننده سرگرم هم باز باشند انها می کننده سرگرم هم باز انهامیباشند � ناپذیر تغییر زمان طول در انها میباشند اما ناپذیر تغییر زمان طول در انها ..اما

مشارکتی � و ای محاوره سرگرمی یک بازی حالیکه مشارکتی در و ای محاوره سرگرمی یک بازی حالیکه در..میباشدمیباشد

دارید � مشارکت کردن سرگرم در خودتان بازی در حقیقت دارید در مشارکت کردن سرگرم در خودتان بازی در حقیقت درو � شده وی تجارب افزایش باعث بازی در شما و عملکرد شده وی تجارب افزایش باعث بازی در شما عملکرد

بار هر در وی دیدگاه تغییر باعث این میگیردو یاد را بار مطالبی هر در وی دیدگاه تغییر باعث این میگیردو یاد را مطالبیشود می مجدد شود بازی می مجدد بازی

نمی � انجام سرگرمی برای را بازی افراد همه نمی نکته انجام سرگرمی برای را بازی افراد همه نکتهبرای ها فیلم و کتابها همه که همانگونه برای دهند ها فیلم و کتابها همه که همانگونه دهند

نیست نیست سرگرمی سرگرمی

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PlayPlay

� Play must ultimately include some Play must ultimately include some freedom for the player.freedom for the player.� This includes the freedom of choosing what This includes the freedom of choosing what

to do and how to go about doing it.to do and how to go about doing it.� Without this freedom, the outcome is Without this freedom, the outcome is

predetermined, and you are not really playing predetermined, and you are not really playing a game.a game.

� Ultimately though, freedom is restricted Ultimately though, freedom is restricted by the rules of the game, as we will see.by the rules of the game, as we will see.

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PretendingPretending

� Pretending creates an alternate reality, Pretending creates an alternate reality, at least in our minds, in which the game at least in our minds, in which the game is played.is played.

� This alternate reality attempts to This alternate reality attempts to recreate or simulate some elements of recreate or simulate some elements of reality, and allows fantasy to fill in the reality, and allows fantasy to fill in the rest.rest.

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PretendingPretending

� The type and amount of pretending varies The type and amount of pretending varies from game to game.from game to game.

� The player can pretend that:The player can pretend that:� A new world replaces the old one.A new world replaces the old one.� The player is a different person.The player is a different person.� The outcomes of actions are different.The outcomes of actions are different.� Artificial significance is attached to various Artificial significance is attached to various

situations and events.situations and events.

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GoalsGoals

� A game must have a goal, and it can have A game must have a goal, and it can have more than one.more than one.

� Some type of challenge prevents the player Some type of challenge prevents the player from trivially achieving the goal(s): from trivially achieving the goal(s): � Other players (including any computer agents)Other players (including any computer agents)� Elements of game reality (the game Elements of game reality (the game

environment)environment)� Time (in the case of races, etc.)Time (in the case of races, etc.)� The player’s own self (in the case of puzzles, The player’s own self (in the case of puzzles,

etc.)etc.)1010

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GoalsGoals

� The goal of a game is defined by its rules.The goal of a game is defined by its rules.� This commonly takes many forms:This commonly takes many forms:

� A victory condition – something to be A victory condition – something to be achieved in order to win the game.achieved in order to win the game.

� A loss condition – something to avoid A loss condition – something to avoid to not lose the game.to not lose the game.

� A termination condition – something that A termination condition – something that causes the game to end (can be necessary causes the game to end (can be necessary when victory or loss does not end the game).when victory or loss does not end the game).

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RulesRules

� Rules are definitions and instructions that Rules are definitions and instructions that dictate how the game is played.dictate how the game is played.� They should be unambiguous and without They should be unambiguous and without

conflicts between them.conflicts between them.� Some will be explicit, while others will be Some will be explicit, while others will be

implicit.implicit.� There can be many types of rules:There can be many types of rules:

� Obligations – what you must doObligations – what you must do� Permissions – what you can doPermissions – what you can do� Prohibitions – what you must not doProhibitions – what you must not do

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Another Definit ionAnother Definit ion

� Schell takes a different approach, starting Schell takes a different approach, starting with an incredibly simple definition:with an incredibly simple definition:� A game is something you playA game is something you play

� While spot on, this definition isn’t overly While spot on, this definition isn’t overly useful on its own.useful on its own.

� Recognizing this, Schell examined several Recognizing this, Schell examined several definitions from top game researchers, and definitions from top game researchers, and identified a collection of common qualities identified a collection of common qualities for games …for games …

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Qualit ies of GamesQualit ies of Games

� Schell identified 10 qualities in total:Schell identified 10 qualities in total:� Games are entered willfullyGames are entered willfully� Games have goalsGames have goals� Games have conflictGames have conflict� Games have rulesGames have rules� Games can be won and lostGames can be won and lost� Games are interactiveGames are interactive� Games have challengeGames have challenge� Games can create their own internal valueGames can create their own internal value� Games engage playersGames engage players� Games are closed, formal systemsGames are closed, formal systems

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Going FurtherGoing Further

� Is this definition of a game too complex Is this definition of a game too complex though? Aren’t they simpler than this?though? Aren’t they simpler than this?

� Schell went back to things, re-examined Schell went back to things, re-examined definitions, and talked to players. definitions, and talked to players.

� When asked why they play games, a When asked why they play games, a common answer emerged again and common answer emerged again and again:again:� Players liked solving the problemsPlayers liked solving the problems

presented by their games.presented by their games.

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Solving Problems?Solving Problems?

� People tend to think of problems as People tend to think of problems as something negative.something negative.

� Still though, it is hard to come up with a Still though, it is hard to come up with a game that does not, at some point, boil game that does not, at some point, boil down to problem solving.down to problem solving.� After all, any game with a goal basically has After all, any game with a goal basically has

presented you with a problem to solve …presented you with a problem to solve …� Games are more than just problem solving Games are more than just problem solving

though. Often, solving problems are work though. Often, solving problems are work and not for play or fun … and not for play or fun …

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Solving Problems?Solving Problems?

� In the end, Schell settled on this definition:In the end, Schell settled on this definition:� A game is a problem-solving activity, A game is a problem-solving activity,

approached with a playful attitude.approached with a playful attitude.� This playful attitude usually implies that This playful attitude usually implies that

the player comes with a sense of curiosity, the player comes with a sense of curiosity, looking for fun, entertainment, and looking for fun, entertainment, and surprise.surprise.

� While simple, this definition is both useful While simple, this definition is both useful and insightful to us as game designers.and insightful to us as game designers.

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What is Game Design?What is Game Design?

� Essentially, game design is the act of Essentially, game design is the act of deciding what a game should be.deciding what a game should be.

� Because it’s all about decision making, Because it’s all about decision making, special software or equipment is not special software or equipment is not needed. You only need to be able to needed. You only need to be able to record and communicate your decisions.record and communicate your decisions.

� You don’t need to be a programmer, or an You don’t need to be a programmer, or an artist, or a writer. Those backgrounds can artist, or a writer. Those backgrounds can help you make better decisions, or make help you make better decisions, or make them faster, but are not strictly essential.them faster, but are not strictly essential.

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What is Game Design?What is Game Design?

� Designing a game involves hundreds or Designing a game involves hundreds or thousands of decisions.thousands of decisions.

� Design almost always continues Design almost always continues throughout the development of the game, throughout the development of the game, from its start to its finish.from its start to its finish.

� While it is common for a game to have While it is common for a game to have dedicated designers, most people involved dedicated designers, most people involved in development make decisions at some in development make decisions at some point in time, and so are also designers.point in time, and so are also designers.

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Skil ls for Game DesignSkil ls for Game Design

� Interestingly, most skills and disciplines Interestingly, most skills and disciplines can be useful and applied to the design of can be useful and applied to the design of a video game.a video game.

� This includes (from Schell):This includes (from Schell):� Animation, anthropology, architecture, Animation, anthropology, architecture,

brainstorming, business, cinematography, brainstorming, business, cinematography, communication, creative writing, economics, communication, creative writing, economics, engineering, history, management, engineering, history, management, mathematics, music, psychology, public mathematics, music, psychology, public speaking, sound design, technical writing,speaking, sound design, technical writing,visual arts, …visual arts, …

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Skil ls for Game DesignSkil ls for Game Design

� What is the most important skill though?What is the most important skill though?� Creativity?Creativity?� Critical thinking?Critical thinking?� Logic?Logic?� Communication?Communication?

� These are all important, but most people These are all important, but most people believe something else to be even morebelieve something else to be even moreimportant …important …

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ListeningListening

� Not simply hearing, but listening … Not simply hearing, but listening … deep listening in a way that involves deep listening in a way that involves appreciating, understanding, and empathy.appreciating, understanding, and empathy.

� Schell identifies five different kinds of Schell identifies five different kinds of listening that are essential to the design of listening that are essential to the design of video games …video games …

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ListeningListening� To your team: Collectively, they have the skills To your team: Collectively, they have the skills

and experience needed to make the game.and experience needed to make the game.� To your audience: If they aren’t satisfied with To your audience: If they aren’t satisfied with

your game, you have failed. To know how to your game, you have failed. To know how to satisfy them, you have to listen to them.satisfy them, you have to listen to them.

� To your game: Like a mechanic that can tell what To your game: Like a mechanic that can tell what is wrong with a car by listening to its engine run, a is wrong with a car by listening to its engine run, a good designer will know what is wrong with their good designer will know what is wrong with their game by listening to it run.game by listening to it run.

� To your client: If you do not listen to the one To your client: If you do not listen to the one paying to support development, they will go to paying to support development, they will go to someone who will. If not now, eventually …someone who will. If not now, eventually …

� To your self: This is how you tap into your own To your self: This is how you tap into your own creativity. You must be able to do this …creativity. You must be able to do this …

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Why do People Play Why do People Play Games?Games?� There are a lot of generally accepted There are a lot of generally accepted

reasons why people play games:reasons why people play games:� Mastery Mastery � EscapismEscapism� CompetitionCompetition� KnowledgeKnowledge� Social interactionSocial interaction� Physical seclusionPhysical seclusion� AddictionAddiction� And others …And others …

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Why do People Play Why do People Play Games?Games?� Mastery.Mastery.

� Most players play to overcome the problems Most players play to overcome the problems presented to them by the game.presented to them by the game.

� Some players are motivated further to master Some players are motivated further to master the game itself, wanting to completely the game itself, wanting to completely dominate every aspect of it.dominate every aspect of it.

� This is also to prove one’s self by This is also to prove one’s self by overcoming challenges presented within the overcoming challenges presented within the game, for a sense of accomplishment, game, for a sense of accomplishment, satisfaction, or acknowledgement.satisfaction, or acknowledgement.

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Why do People Play Why do People Play Games?Games?� Escapism.Escapism.

� Players often say that they play games to Players often say that they play games to escape or withdraw from the challenges or escape or withdraw from the challenges or stresses of the real world.stresses of the real world.

� In essence, games can be a participatory In essence, games can be a participatory means of escape.means of escape.

� They can also provide fantasy fulfillment and They can also provide fantasy fulfillment and exploration, allowing the player to go places exploration, allowing the player to go places and do things they couldn’t do otherwise.and do things they couldn’t do otherwise.

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Why do People Play Why do People Play Games?Games?� Competition.Competition.

� Simply put, some players enjoy the thrill of Simply put, some players enjoy the thrill of competing against other players.competing against other players.

� Other players in this case are typically Other players in this case are typically human (to provide sufficient challenge) but human (to provide sufficient challenge) but could be driven by artificial intelligence could be driven by artificial intelligence instead.instead.

� This is only a natural extension of the same This is only a natural extension of the same kind of competitive spirit found in sports, only kind of competitive spirit found in sports, only now in a virtual space instead.now in a virtual space instead.

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Why do People Play Why do People Play Games?Games?� Knowledge.Knowledge.

� Many of our earliest learning experiences as Many of our earliest learning experiences as children come in the form of games.children come in the form of games.

� Many examples of this can be found in the Many examples of this can be found in the animal kingdom as well.animal kingdom as well.

� What is learned depends greatly on the What is learned depends greatly on the particular game in question. particular game in question.

� Learning could be either conscious or Learning could be either conscious or subconscious, explicit or implicit.subconscious, explicit or implicit.

� Some researchers theorize that all games Some researchers theorize that all games involve learning, in one way or another.involve learning, in one way or another.

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Why do People Play Why do People Play Games?Games?� Social interactionSocial interaction

� Multiplayer games allow for unique Multiplayer games allow for unique socializing and interactions among people socializing and interactions among people that are difficult to find elsewhere.that are difficult to find elsewhere.

� This can occur both within the same room, This can occur both within the same room, and remotely through a network.and remotely through a network.

� This experience can also occur with only This experience can also occur with only two people, or thousands, as is the case two people, or thousands, as is the case with Massively Multiplayer Online (MMO) with Massively Multiplayer Online (MMO) games.games.

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Why do People Play Why do People Play Games?Games?� Physical seclusionPhysical seclusion

� While this might seem to be the opposite of While this might seem to be the opposite of social interaction, it need not be.social interaction, it need not be.

� For example, in an MMO game, you can For example, in an MMO game, you can have many players in the same virtual place, have many players in the same virtual place, with each in their own private physical space.with each in their own private physical space.

� Some people do play single player games for Some people do play single player games for this reason, but others play multiplayer this reason, but others play multiplayer games to have an interactive experience, just games to have an interactive experience, just in a secluded environment.in a secluded environment.

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Why do People Play Why do People Play Games?Games?� Addiction.Addiction.

� Some players indicate they are motivated by Some players indicate they are motivated by an addiction; a tendency to focus on one an addiction; a tendency to focus on one activity at the expense of others.activity at the expense of others.

� Most game developers argue they want their Most game developers argue they want their games to be addictive, in that the players are games to be addictive, in that the players are given such a compelling experience that they given such a compelling experience that they do not want to stop playing.do not want to stop playing.

� However, one must also consider the social However, one must also consider the social and ethical ramifications when this gets and ethical ramifications when this gets carried too far. (More on this later.)carried too far. (More on this later.)

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Why do People Play Why do People Play Games?Games?� Other reasons:Other reasons:

� A form of therapy. Games can provide a A form of therapy. Games can provide a safe means to relax or relieve stress.safe means to relax or relieve stress.

� A form of exercise. Games can provide both A form of exercise. Games can provide both mental and physical exercise.mental and physical exercise.

� A safe way to “thumb one’s nose” at society A safe way to “thumb one’s nose” at society and overcome social restrictions. Examples:and overcome social restrictions. Examples:

� You can do things in a game that you cannot or You can do things in a game that you cannot or should not do in reality. should not do in reality.

� You can assume a role unacceptable by society You can assume a role unacceptable by society or engage in unacceptable activity.or engage in unacceptable activity.

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Why do People Play Why do People Play Games?Games?

� Why not? They are fun after all …Why not? They are fun after all …

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Who Plays Games?Who Plays Games?

� To understand how to make better To understand how to make better games, it is good to consider the different games, it is good to consider the different types of players that play games.types of players that play games.� Not all players are the same.Not all players are the same.� Not all players experience the sameNot all players experience the same

game in the same way.game in the same way.� Not all players play for the same reasons.Not all players play for the same reasons.

� We are going to examine geographics, We are going to examine geographics, psychographics, and demographics.psychographics, and demographics.

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Who Plays Games?Who Plays Games?GeographicsGeographics� Geographics relate to players’ locations.Geographics relate to players’ locations.� A player’s country can affect their attitude A player’s country can affect their attitude

towards games or particular types of towards games or particular types of games or gameplay. games or gameplay. � In some cases, even the particular region In some cases, even the particular region

within a country can have similar effects.within a country can have similar effects.� Geographic effects must be taken into Geographic effects must be taken into

account when developing and marketing account when developing and marketing games for them to be successful.games for them to be successful.

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Who Plays Games?Who Plays Games?GeographicsGeographics� Examples of geographics issues:Examples of geographics issues:

� Dominant hardware infrastructure.Dominant hardware infrastructure.� Consoles vs. computers?Consoles vs. computers?� Wired vs. wireless connectivity?Wired vs. wireless connectivity?

� Dominant platform.Dominant platform.� Tolerance to certain types of content.Tolerance to certain types of content.

� Violence, sex, and so on.Violence, sex, and so on.� Use of licenses and licensed properties.Use of licenses and licensed properties.� Genre and gameplay adoptionGenre and gameplay adoption� And many, many others.And many, many others.

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Who Plays Games?Who Plays Games?PsychographicsPsychographics� Psychographics consists of people’s Psychographics consists of people’s

values, attitudes, perceptions, lifestyles, values, attitudes, perceptions, lifestyles, and ways of thinking.and ways of thinking.

� This can affect attitudes towards games, This can affect attitudes towards games, game genres, and types of gameplay as game genres, and types of gameplay as well, in a wide variety of ways.well, in a wide variety of ways.

� Consequently, psychographics must also Consequently, psychographics must also be considered in developing a game.be considered in developing a game.

� There are several ways to look at this …There are several ways to look at this …

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Who Plays Games?Who Plays Games?Bartle’s SuitsBartle’s Suits� In 1996, Richard Bartle wrote a seminal article In 1996, Richard Bartle wrote a seminal article

on the types of players who play multi-user on the types of players who play multi-user dungeons (MUDs) or virtual worlds.dungeons (MUDs) or virtual worlds.� These games were typically Dungeons andThese games were typically Dungeons and

Dragons like games consisting of numerous people Dragons like games consisting of numerous people playing online at the same time.playing online at the same time.

� Early MUDs were text-based, but newer ones are Early MUDs were text-based, but newer ones are graphical. (Some claim that MUDs led to the graphical. (Some claim that MUDs led to the development of games like Everquest and WoW.)development of games like Everquest and WoW.)

� The same player classifications extend easily The same player classifications extend easily to other kinds of video games, and games in to other kinds of video games, and games in general as well.general as well.

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Enjoying Acting

Enjoy Interacting

PlayerOriented

WorldOriented

Killers Achievers

Socializers Explorers

Who Plays Games?Who Plays Games?Bartle’s SuitsBartle’s Suits

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� How are virtual worlds seen?How are virtual worlds seen?� Achievers see them as games. Their aim is Achievers see them as games. Their aim is

to improve, advance, and ultimately win.to improve, advance, and ultimately win.� Explorers see them more as pastimes, with Explorers see them more as pastimes, with

rewards coming from discovery and rewards coming from discovery and furthering understanding.furthering understanding.

� Socializers see them as entertainment and Socializers see them as entertainment and opportunities to communicate with others.opportunities to communicate with others.

� Killers see them as sport, in the same way Killers see them as sport, in the same way that hunting and fishing are sports.that hunting and fishing are sports.

Who Plays Games?Who Plays Games?Bartle’s SuitsBartle’s Suits

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� Bartle made several interesting observations Bartle made several interesting observations based on this classification scheme: based on this classification scheme: � A game requires a healthy balance of the different A game requires a healthy balance of the different

types of players to be successful. (The exact types of players to be successful. (The exact balance depends heavily upon the game, however.)balance depends heavily upon the game, however.)

� In many cases, games will reach an equilibrium of In many cases, games will reach an equilibrium of player types on their own. This may or may not be a player types on their own. This may or may not be a good thing!good thing!

� The design of a game greatly affects player types; The design of a game greatly affects player types; simple tuning of a game can shift the balance of simple tuning of a game can shift the balance of types for better (or worse).types for better (or worse).

� As players mature, they often change types or adapt As players mature, they often change types or adapt their roles in the game somewhat.their roles in the game somewhat.

Who Plays Games?Who Plays Games?Bartle’s SuitsBartle’s Suits

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Who Plays Games?Who Plays Games?Bartle’s SuitsBartle’s Suits� More achieversMore achievers

� Slightly fewer Slightly fewer socializerssocializers

� More killersMore killers� Fewer achieversFewer achievers

� Slightly fewer Slightly fewer socializerssocializers

� Fewer killersFewer killers� More explorersMore explorers

� More explorersMore explorers� Slightly fewer killersSlightly fewer killers

� Fewer explorersFewer explorers� Slightly more killersSlightly more killers

� More socializersMore socializers� More socializersMore socializers� More killersMore killers

� Fewer socializersFewer socializers� Fewer socializersFewer socializers� Fewer killersFewer killers

� More killersMore killers� Fewer achieversFewer achievers� Slightly fewer explorersSlightly fewer explorers� Far fewer socializersFar fewer socializers

� Fewer killers Fewer killers � More achieversMore achievers� Far more socializersFar more socializers

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� Based on these observations Bartle deduced Based on these observations Bartle deduced four stable configurations:four stable configurations:

1)1) Killers and achievers in equilibrium, with hardly any Killers and achievers in equilibrium, with hardly any socializers or explorers.socializers or explorers.

2)2) Socializers in dominance, with everyone else only Socializers in dominance, with everyone else only having bit parts.having bit parts.

3)3) A balance between all four types, with enough A balance between all four types, with enough explorers to keep killers in check.explorers to keep killers in check.

4)4) An empty virtual world.An empty virtual world. The third configuration is likely the best The third configuration is likely the best

prospect for a world’s longevity, with the first prospect for a world’s longevity, with the first and second tending towards the fourth.and second tending towards the fourth.

Who Plays Games?Who Plays Games?Bartle’s SuitsBartle’s Suits

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� The paper itself is a fascinating read:The paper itself is a fascinating read:� Richard Bartle, “Hearts, Clubs, Diamonds, Richard Bartle, “Hearts, Clubs, Diamonds,

Spades: Players Who Suit MUDs”. Journal of Spades: Players Who Suit MUDs”. Journal of MUD Research, Volume 1, Issue 1. June MUD Research, Volume 1, Issue 1. June 1996. Available online at:1996. Available online at:

http://www.mud.co.uk/richard/hcds.htm http://www.mud.co.uk/richard/hcds.htm

� Or, you can check out Bartle’s book Or, you can check out Bartle’s book “Designing Virtual Worlds”, published by “Designing Virtual Worlds”, published by New Riders. (It’s in the Western library.)New Riders. (It’s in the Western library.)

Who Plays Games?Who Plays Games?Bartle’s SuitsBartle’s Suits

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Who Plays Games?Who Plays Games?Four Keys to More Four Keys to More EmotionEmotion� In 2004, XEODesign released a report entitled In 2004, XEODesign released a report entitled

“Why We Play Games”.“Why We Play Games”.� In this report, they discuss their findings from a In this report, they discuss their findings from a

field study of gamers on their experiences and field study of gamers on their experiences and emotions during gameplay.emotions during gameplay.

� In the end they found four pathways or keys to In the end they found four pathways or keys to more emotion in a game without story.more emotion in a game without story.� Each key corresponds closely to a type of player.Each key corresponds closely to a type of player.� Interestingly enough, they found that the most Interestingly enough, they found that the most

successful and best selling games possessed successful and best selling games possessed gameplay catering to at least three of the keys.gameplay catering to at least three of the keys.

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Who Plays Games? Who Plays Games? Four Keys to More Four Keys to More EmotionEmotion1.1. Hard fun.Hard fun.

� Emotions are drawn from meaningful Emotions are drawn from meaningful challenges, strategies, and puzzles.challenges, strategies, and puzzles.

� This caters to players who play to This caters to players who play to overcome obstacles in their way to derive a overcome obstacles in their way to derive a feeling of accomplishment.feeling of accomplishment.

� By providing challenges to the player, the By providing challenges to the player, the player experiences a satisfying level of player experiences a satisfying level of frustration balanced by a sense of triumph frustration balanced by a sense of triumph over adversity.over adversity.

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Who Plays Games? Who Plays Games? Four Keys to More Four Keys to More EmotionEmotion2.2. Easy fun.Easy fun.

� Other players focus on the sheer enjoyment Other players focus on the sheer enjoyment of experiencing the game activities.of experiencing the game activities.

� In this case, there is less focus on In this case, there is less focus on achieving and success.achieving and success.

� Instead, the game immerses the player in a Instead, the game immerses the player in a world that inspires curiosity, awe, wonder, world that inspires curiosity, awe, wonder, and a desire to explore the world and all and a desire to explore the world and all that it has to offer.that it has to offer.

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Who Plays Games? Who Plays Games? Four Keys to More Four Keys to More EmotionEmotion3.3. Altered states.Altered states.

� Players using this key play to change from Players using this key play to change from one mental state to another. For example, one mental state to another. For example, to relieve stress, avoid boredom, clear their to relieve stress, avoid boredom, clear their minds, and so on.minds, and so on.

� In this case, suitable interactions and In this case, suitable interactions and gameplay elements are required in thegameplay elements are required in thegame world external to the player togame world external to the player tocreate the altered state internal to thecreate the altered state internal to theplayer.player.

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Who Plays Games? Who Plays Games? Four Keys to More Four Keys to More EmotionEmotion4.4. The People Factor.The People Factor.

� In this case, the game creates opportunities In this case, the game creates opportunities for player competition, cooperation, for player competition, cooperation, performance, and spectacle.performance, and spectacle.

� In this case, enjoyment is derived from In this case, enjoyment is derived from playing with or against others.playing with or against others.

� Players using this key see games as Players using this key see games as mechanisms for social interaction.mechanisms for social interaction.

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Who Plays Games? Who Plays Games? Four Keys to More Four Keys to More EmotionEmotion� There are quite a few similarities to their There are quite a few similarities to their

findings and Bartle’s observations, findings and Bartle’s observations, although there are some differences too.although there are some differences too.

� An abstract of this report, as well as the An abstract of this report, as well as the complete document can be found at:complete document can be found at:

http://www.xeodesign.comhttp://www.xeodesign.com

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Who Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore� A common way of classifying players is to lump A common way of classifying players is to lump

them into one of two categories: them into one of two categories:

casual casual hard-core.hard-core.

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Who Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore� Hard-core gamers are: (taken from Kim) Hard-core gamers are: (taken from Kim)

1.1. Technologically savvy. Technologically savvy. 2.2. Have the latest high-end Have the latest high-end

computers/consoles. computers/consoles. 3.3. Willingness to pay (also by Adams).Willingness to pay (also by Adams).4.4. Prefer violent/action games. Prefer violent/action games. 5.5. Prefer games that have depth and Prefer games that have depth and

complexity. complexity. 6.6. Play games over many long sessions (also Play games over many long sessions (also

by Adams). by Adams).

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Who Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore� Hard-core gamers: (taken from Adams) Hard-core gamers: (taken from Adams)

7.7. Hunger for gaming-related information. Hunger for gaming-related information. 8.8. Discuss games with friends/bulletin Discuss games with friends/bulletin

boards. boards. 9.9. Play for the exhilaration of defeating (or Play for the exhilaration of defeating (or

completing) the game. completing) the game. 10.10. Are much more tolerant of frustration. Are much more tolerant of frustration. 11.11. Tend to be engaged in competition with Tend to be engaged in competition with

him or herself, the game, and other him or herself, the game, and other players.players.

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Who Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore� Other factors by Ip and Adams: Other factors by Ip and Adams:

12.12. Age at which first started playing games. Age at which first started playing games. 13.13. Comparative knowledge of the industry. Comparative knowledge of the industry. 14.14. Indications of early adoption behaviour. Indications of early adoption behaviour. 15.15. Desire to modify or extend games in a Desire to modify or extend games in a

creative way. creative way.

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Who Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore� Based on these factors Based on these factors

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Who Plays Games?Who Plays Games?VALS PsychotypesVALS Psychotypes� The Values, Attitudes, and Lifestyles The Values, Attitudes, and Lifestyles

Survey (VALS) was developed by the Survey (VALS) was developed by the Stanford Research Institute.Stanford Research Institute.

� VALS analyses the consumer market into VALS analyses the consumer market into eight segments associated with different eight segments associated with different motivations motivations

(ideals, achievement, and self expression) (ideals, achievement, and self expression) as well as access to resources.as well as access to resources.

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Who Plays Games?Who Plays Games?DemographicsDemographics� The demographics of players include The demographics of players include

statistic information including:statistic information including:� GenderGender� AgeAge� Income levelIncome level� Education levelEducation level� Marital statusMarital status� EthnicityEthnicity� And so on.And so on.

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Who Plays Games?Who Plays Games?DemographicsDemographics� Demographics can influence games Demographics can influence games

in many ways:in many ways:� Interface design.Interface design.� Story elements such as plot and characters.Story elements such as plot and characters.� Pace of action.Pace of action.� Target level of difficulty.Target level of difficulty.� Multiplayer and online support.Multiplayer and online support.� Appropriateness of content.Appropriateness of content.� And so on.And so on.