Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

2013/07/22

Addiction in games, almost there

I love addictive games.

I know it probably hurts the industry
When looking for reasons of society failures, people prefer to find excuses rather than looking at their own faults.
Movies used to be blamed for the violence in society. But this isn't trendy, people needed new excuses and video-games were a perfect one.
Think about it: people playing rather than working? Surely that must be evil?
Nevermind that playing is universal and part of all cultures, video games are just wrong!
So when I say that I love addictive games I deliver new excuses for the ones willing to blame everything on others.
Depiction of violence in video games transforms us all in serial killers.
Addictive games will get us all in serious need of psychological therapy (or not).

That being said, I still love addictive games.
When I am in front of a video game, I am playing. I'm not trying to educate myself, I'm not trying to escape reality, I'm just seeking entertainment.
A good game has to deliver fun or it misses the point. Fun is an essential characteristic of games as defined by french sociologist Roger Caillois in his book "Games and Men".

An addictive game is a game that knows how to distillate the fun so that we keep coming back for more.
That's not easy task, as it is not only a matter of delivering good emotions.
A linear emotional curve is not a good experience.
For emotions to be interesting they have to vary in kind and in intensity.
A good game will have you experiencing frustration.
But contrary to a poorly executed game, a good game will know how to pace the emotions it delivers so that you experience the right amount of frustration at the right time.

Creating addiction in a game brings one kind of emotion. This is not sufficient for the game to be enjoyable but it is a really good step towards it.
To create addiction you have to really understand two things: rewards and staging.
Neither rewards nor staging by themselves are sufficient to create addictive games. It is by successfully using both that you get the best results.
When speaking of these game design techniques there is one name that gets quoted a lot an that is Blizzard Entertainment.
Blizzard is a company which has taken addictive game design at the heart of many of its products. If you want to try good examples of addictive game design, you only need to play Diablo 3 or World of Warcraft.

In addictive games, rewards have three qualities:
Firstly, they are frequent.
It's rare to spend more than a few minutes (sometimes even seconds) without getting some kind of reward. Knowing this, the player is often tempted to play longer in the hope of better rewards.

Secondly, they are varied.
If the game keeps giving you the same reward over and over again, things will become dull soon enough. The player needs to know that a reward is close, but he still needs to be surprised when it comes. The more often he gets the same reward, the less interesting the reward. The more different kinds of rewards you can give, the better.

And finally, they are meaningful.
Rewards need to make sense to the player. They have to be useful for the game at hand (coherent with the universe). They need to be relevant to the challenge to overcome (proportional to its difficulty and intensity).
In this regard, context has a lot of influence.
For instance you are designing a racing game and want to give the player a car as a reward. Depending on situations this could be a good or very bad idea.
If the player only has a few cars and the car given is better, this is a good reward.
If the car given is less valuable than the ones he has, this will be perceived as a poor reward.
If he already has a lot of cars, getting a new car (even a good one!) isn't very interesting.
If the car given is of low value to the player and is coming after a great effort (say after a difficult and lengthy race) this could actually be resented.
This makes it very difficult to design meaningful rewards because it is quite complex to know which is the player's situation.
Indeed, no one player will play your game the same way (players have different skills and playing behaviors). People will go through different playing experiences, especially if your game is non-linear. What can be meaningful for someone may have no value for others.

Addictive games do not only offer good rewards, they also stage them in a way that motivates the player.
This is what I call the "almost there" concept. 
It takes two forms: gameplay staging and visual staging.
Gameplay staging is the idea that the player is presented with several gameplay loops (objective > challenge > reward) of various lengths  simultaneously.
The goal is that he always has something to do and that he always is almost finished with a specific gameplay loop.
Erich Schaefer in his postmortem of Diablo II puts it this way:
"There's always a quest that is almost finished, a waypoint almost reached, an experience level almost achieved, and a dungeon nearly cleared out."
This puts the player in a situation where he enters a never-ending streak of rewards.
There's always something coming and always a chance of getting something big: this creates addiction.

Visual staging is probably less well-known and used than gameplay staging but is equally important (if not more) to motivate the player to move forward.
The idea of visual staging is to graphically stage the progression towards a reward so that the player sees he is close from getting it.
The experience bar in World of Warcraft is a very good example of visual staging.
Instead of putting an interface that only shows your progress towards your next level in XP points, Blizzard displays a graphical way to see your progression.
The bar visually shows you where you stand.
When the bar is nearly full, chances are that you won't be quitting the game because you not only know that a big reward is close, but you also see it.
Actually the bar is even divided in small bubbles for a finer sense of progress. Back when I played people where often chatting messages such has "one bubble left" to tell others that they were close to their next level.

World of Warcraft ™ visual display of level-up progress - © 2013 Blizzard Entertainment, Inc.

Visual staging can not only help you to see your progress towards a reward but also what to do next.
This is a bit like in "Hop-o'-My-Thumb" (Little Thumbling), pick up a stone and the next one is immediately visible to you.
Translated into games, as soon as the player finishes a gameplay loop, he sees the next one right in front of him.
Again, in World of Warcraft when you finish a quest, a big exclamation mark usually pops on top of a nearby NPC's head.
This is your rather obvious clue to what to do next!

I could go on discussing tips for designing good rewards for quite some time. This post only briefly touches the surface of good addictive design.
But hey... my game is waiting.

My quest is almost finished...

Credits: Unknown

2013/07/08

Gaming on the go, press pause

Mobiles expanded the video game market to a whole new audience.
People who didn't use to play suddenly started spending a huge amount of time playing on their mobile devices.

Angry Birds from Rovio Entertainment was downloaded by more than 1.7 billions people (yes, you read it correctly, billions...).
Quite impressive knowing that a game reaching 1 million sales can be considered a best-seller. All the more taking into account that there isn't more than a few such games a year.

But apart from changing consuming habits, mobiles introduced some important variations in the way we interact with games.
Good mobile games make those inherent to their design.
The main two are quite well known:
- shorter playing sessions ( a few minutes compared to half an hour and more on console games)
- more frequent sessions (as often as 10 times a day on games relying on energy such as city builders)

Apart from that, there is an important concept that I found to be too often overlooked by designers.
Mobile gaming is, guess what, mobile...
That is to say that people playing will be in situations where they can't give their full attention to the game.
They may be in a bus, paying attention not to miss their station.
They may be walking in the streets, having to watch for traffic.
They may encounter friends and pause to say hello.
All kind of situations where they are not watching their mobile screen.
There are lots of ways for a designer to take that into consideration, but what I prefer is what I call "the never ending pause"
It's really quite simple and can be done with one rule only:
Nothing should ever happen within the game without player interaction
This means that whatever action that has been planned into the game will only happen at a suitable time for the user.
It means I can look up and check the next bus station without fear of loosing.
I am not penalized for not giving my full attention to the game.
When you think about it, that's a big difference from hardcore gamers' titles.

That doesn't imply fast-paced action games cannot exist on mobiles and Real Racing 3 does a pretty good job.
But while, at times of writing, it is ranked 31 among top grossing apps in the French iPhone App Store. It is ranked 6 on iPad.
Meaning it is better ranked on the device used on the couch, in non-mobile situations.

Remember Angry Birds?
This is a nearly perfect example of a "never ending pause" (you could argue, that some Birds require interaction after you shot them. Given that's about 1 second of your attention though, you can safely consider it a "never ending pause").

Still not convinced? Check the iPhone App Store top grossing rankings and just count non-action games.
At times of writing all the games from the top 10 grossing iPhone French App Store are non-action games...


Credits: Original design by N. Lochet (based on Space Invaders start screen)

2013/07/05

Xbox One, despite the bashing why Microsoft could really well have won the war.

People love bashing. There always have been companies who, for one reason or the other, have been a designated target for criticism.

Usually the larger the corporation, the bigger the bashing
Google used to be cool, now they just are the internet Big Brother we wish we could avoid. Even Apple, now that they are not anymore under the protection of a Steve Jobs, are not immune to critics.
Bashing is fun and social. Aiming at the same target as millions of others, we feel part of a superior community, looking down on others and being the only ones to have the holy grail answer to all questions.
Given that, Microsoft has, not surprisingly, been a favorite target for bashing since quite some time.

The recent announcements regarding Microsoft's Xbox One at E3 have given people a lot of ground for criticism. Video game journalists and internet forums all conclude that Sony has won the war and that Microsoft Xbox One is a stillborn product. 

Or is it?

I don't want to comment on Microsoft communication and I'm not going to speculate whether or not it was done on purpose.
Gamers mainly complained about three things: the always connected enforced policy, the new controls over pre-owned and the console price tag.
Microsoft stroke off the first two. 
Most should have been happy, but being the social haters that we are, we bashed them for not being consistent...

Now, I don't know if the Xbox One development followed Agile process but sounds very much like Agile to me.

Remember what the Agile Manifesto says? 
That there is more value in:
- Customer collaboration over contract negotiation
- Responding to change over following a plan
Isn't that what Microsoft just did?
They don't suddenly believe that being connected do not offer extra value or that the pre-owned market shouldn't be controlled. 
But they realize it is better to cooperate with their audience rather than entering heated discussions. Better to adapt than to follow a plan nobody wants!

Granted, the price tag remains.
I'm not giving all that much importance to that for three reasons:
- Release is still a few month away and there's still plenty of room for a price adjustment if need be. I can't seem to find reliable figures, but with a war chest above 60 billions dollars, they certainly have the financial room to allow it.
- Most day-one buyers are hardcore gamers and price elasticity is traditionally quite high for early adopters. And yes, of course, price will decrease over time...
- When released, back in November 2006 (March 2007 for us lucky europeans!) the PS3 was 599€. That did not prevented it to meet its audience. 
At 499€, you could call the Xbox One a deal (even more when you take inflation into account).
Xbox One and PS4 actually have pretty similar hardware.
In fact most of the price difference can be pinpointed to the Xbox One motion recognition technology, Kinect 2.0, being included in the base pack.
Kinect 2.0 is Microsoft evolution of its motion sensor technology first introduced in November 2010 on Xbox 360. It will be precise enough to read lips, recognize emotions and even strength you exercise.
Now, has past history has shown (remember the Sega 32X?), no peripheral will get wide developers' support unless being part of the original bundle. Indeed, in times of increasing development costs (and stable RRP), why would you limit your audience, that is to say your potential market, to a fraction of the whole?
By removing the Playstation Eye from the PS4 bundle, Sony actually kills it as a mainstream development platform.
Gamers have always been attracted by impressive graphics and in this regard both consoles offer solid choices.
However gaming has much evolved over the past few years. Mobile gaming and freemium products have changed the way the larger audience consume entertainment.
Not all people are hardcore gamers, Kinect 2.0 promise of natural interactivity could really well be the right argument for the mainstream.
I don't know if Kinect 2.0 will be a success. It certainly has the potential. Its promises of natural interactivity is well in line with people demands for simplicity.
What's certain though is that from a developer's perspective, Microsoft made the right move by adding it to the bundle.


Credits: http://www.xbox.com