Game-Design

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1
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1 1
,
E
11
Neuroticism
Agreeableness
Everyone
→
of
different but
is
us
,
some
openness to
Experience
make it possible to characterize certain
personality
Most
→
traits
popular
Extraversion
models
-
Indicator and the
ocean Model (
HE PLAYER
conscientiousness
Myers Briggs Type
:
Big 5)
ANALYZING PERSONALITY TRAITS
>
conscient
Openness
+°
ioosness
Experience
Extra
version
Agreeable
I
t
-
.
^
^
1
I
V
v
closed
-
intro
iousness
Experience
ness
I
v
v
unconscient
to
Neuroticism
-
Disagree
.
version
Stability
-
able ness
✓
Gamers
-
matter
no
wether
the Ocean Model
Mapping
resulting
casual
to the world of
into the Domains of
Play
or
Gaming
(
Exploring something
Open worlds
→
us
→
the
.
have different taste
-
is
Novelty
New
.
]
.
Novelty
>
core
challenge
( Minecraft )
expected
Linear
storyline
( Fifa 21)
stimulation
Harmony
Challenge
7
(
>
Highly complex
→
us
High
easy
.
A
→
Skill Levell Flight Simulator )
game
to
pick up
to
Harmony
7
everyone Candy crush )
(
Playing against
→
Highly competitive (Battlefield
vs
Playing with others
2042 )
.
stimulation
[
>
High
us
→
.
Activity
Watching
→
→
the
Lean Back (
Thrilled ( Ratchet & Clank )
world
Farming
go by
simulator )
A
positive
BONUS
:
→
world ( Animal
Negativity
Agression
us
us
.
.
crossing)
Resilience
Calming
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1
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TASTE MAPS
This
the
stronger
creates
a
game
identity
rather
dedicated
fanbase
These
taste
with no
maps only
unique
no One
.
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value
1 1
,
11
E
OF PLAY
FOR DOMAINS
The more extreme a
the
1
represents
of the
niche
specific aspect
a
game
game
,
will become
but with
.
a
.
serve
as
proposition
indicators
or
only
character will
.
Games
address
,
I
Motivation
in Games
>
→
11
11
1
the
with
game
÷
:
Belonging
Competition
Curiosity
Rewards
Purpose
Fear Of Failure
Self Determination
Domains of
Play
Autonomy
Badges
challenge
competence
Rewards
stimulation
Relatedness
Theory
to
Harmony
fulfill
to be
all
'
intrinsically
,
more
need
aspects
motivating but
Relatednesswh
AutonomywM
ranks
EXTRINSIC
game doesn't
:
competency
Theory
=
imy
A
self-Determination
INTRINSIC t
Motivation
Badges
Extrinsic
E
11
free 2 Play
Extrinsic Motivation
:
Learning
motivation
Novelty
1 1
,
world of
Extremely important in the
Keeping players engaging
Intrinsic Motivation
'
aspects
fulfilled
,
the
are
the more
types of player
be addressed
can
.
>
Time of
Playing / Engagement
BARTLE MODEL
→
which
type
of
personality players
are
taking
derived typical
dynamics and relationships
between the identified
player
Bartle
types
There are more than 2.6 billion
population
The
.
has children
.
gamers
average gamer is
Gamers
the Bartle model
.
can
.
in the
34
world
years
be classified
old
,
,
so
32% of the
owns a
into different
entire
household and
categories
using
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Lengg of Quality
CLARITY
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→
If
:
player does not
give up from early
→
a
Making
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→
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→
attachment of the
creating
is the
[ and
should I
COHESION
to the
games
character
,
:
player
does ?
:
player
Effort (skill
player
community
what the
Does it matter
( not too
•÷q•-•ÉÉE¥•
.
:
SATISFACTION
→
,
for the
INTERESTING DECISIONS
→
game they might
player what they can
simulated reality ( e. g. tutorials )
mechanics and
•
a
on
it obvious
do in the
CARE
know what to do in
or
easy
being
work )
,
rewarded ?
vs
not too
.
Reward need to be
hard)
,
simulated reality
Does the
→
No technical errors
or
make sense ?
bugs
balance
otherwise the case tense
:
→
in
gets
harmed
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