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An Analysis of „Fun“ for Casual and Social Games. Roberto Dillon, Ph.D. Chief Game Designer Kentaura Pte.Ltd. roberto.dillon@kentaura.com. Overview. Reference: Hunicke, Le Blanc, Zubek: “MDA: a Formal approach to Game Design and Game Research”.
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An Analysis of „Fun“ for Casual and Social Games Roberto Dillon, Ph.D. Chief Game Designer Kentaura Pte.Ltd. roberto.dillon@kentaura.com
Overview Reference: Hunicke, Le Blanc, Zubek: “MDA: a Formal approach to Game Design and Game Research”. Available online at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf Reference: Roberto Dillon: “On the Way to Fun: an Emotion Based Approach to Successful Game Design” AKPeters / CRC Press, 2010 Reference: Richard Bartle: “Hearts, Clubs, Diamonds, Spades: Players who suits MUDs” Available online at : http://mud.co.uk/richard/hcds.htm • How to analyze games? • MDA ( Mechanics – Dynamics – Aesthetics ) • The „6-11 Framework“ • Players‘ typologies • Examples in Casual and Social games
MDA: Game Components • Break down a game at different levels: • Mechanics • Game rules, the basic elements/actions by which the game is played • How to play the game • Dynamics • Gameplay, what happens by applying the rules • What to do in the game, Player's behaviour • Aesthetics • Emotional response by the player
Aesthetics • The most difficult part to understand and master • How do players feel when they play? • What do players really want? • What triggers „Fun“?? • MDA own Aesthetics model: • 8 Kinds of Fun
„6-11 Framework“ • Alternative Model for analyzing game aesthetics : • „Fun” as an outcome from engaging the player through basic emotions and instincts • 6 Basic Emotions • 11 Instinct • Their correspondences/relationships • Easy to relate these to game dynamics and mechanics
6 Emotions • Fear • Anger • Pride
6 Emotions • Sadness • Excitement • Joy
11 Instincts • Survival • Revenge • Curiosity
11 Instincts • Self Identification • Aggressiveness • Competition
11 Instincts • Protection / Care • Greed • Collecting
11 Instincts • Communication • Color Appreciation
Analysis Framework Escaping Avoiding danger Hiding Running Fear Survival Running Kicking Casting a spell Chasing Fighting Anger Aggressiveness • In general: • Emotions can trigger instincts • Instincts push the player to act in the game • Easy to link instincts to game dynamics and mechanics
Understanding Players: Dr. Bartle’s taxonomy Achievers Regard points-gathering and rising in levels as their main goal Bragging rights Core Instincts: Collecting, Greed, Competition • Explorers • Want to know everything about the game and its world/possibilities • Check everything it has to offer Core Instincts: Identification, Curiosity
Understanding Players: Dr. Bartle’s taxonomy Socializers Interested in knowing other people Sharing/listening/empathizing with other players Core Instincts: Communication, Protection • Killers • Want to impose themselves on others • The more massive the distress caused, the greater the killer's joy at having caused it Core Instincts: Aggressiveness, Revenge, Competition, Survival
Back to Angry Birds Explorers Achievers Socializers Killers
Millionaire City (Digital Chocolate) Real Estate CEO Identification Share results Communication Curiosity Collecting New daily prizes! What happens next? Pride Greed We’re getting rich! Joy Competition You can do better than your friends! Excitement
Millionaire City / Typical Social Game Identification Communication Curiosity Collecting Pride Greed Joy Competition Explorers Achievers Socializers Killers Excitement
Empires & Allies (Zynga 2011) Invade and loot Identification Aggressiveness Communication Curiosity Collecting Protection Pride Greed Joy Competition Excitement Difficult to balance?
Horse Master Identification (Subtle/Hidden) Competition Excitement Protection Color Appreciation Curiosity Collecting Pride Communication Joy
Horse Master Identification Competition Collecting Greed Pride Excitement Joy
Identification (Subtle/Hidden) Competition Explorers Achievers Socializers Killers Excitement Competition Protection Color Appreciation Curiosity Collecting Greed Pride Excitement Communication Joy Strategy/Farming Action FUN!
Conclusions • Importance of a pragmatic approach to game analysis and design to effectively engage audiences and provide a fun experience • Need to address the ‘instincts’ of different player typologies: • Casual games strong on Achievers and Explorers • SNG clearly expanding also to Socializers • Allow players to communicate and share effectively • “friendly” Killers? • Easy to strike back • Negative effects offset by some positives