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September 27, 2010. Video Games and the Human Condition. “Speaking to the Human Condition”. Pac-Man (1982). Impossible Mission (1984). Game Design Best Practices. Story : What is going to happen next? Natural curiosity about humans.
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September 27, 2010 Video Games and the Human Condition
Game Design Best Practices • Story: What is going to happen next? Natural curiosity about humans. • Justifies what you are doing, rather than red/green/blue cardkeys. • Eye Candy / Ear Candy • Next Goal that is clear, within-reach ("Just One More") • Feeling of Constant Improvement • Collection / Hoarding (via Skinner Box)
Skinner Box Operant conditioning with variable-ratio reward scheduling.
Game Design Best Practices • Story: What is going to happen next? Natural curiosity about humans. • Justifies what you are doing, rather than red/green/blue cardkeys. • Eye Candy / Ear Candy • Next Goal that is clear, within-reach ("Just One More") • Feeling of Constant Improvement • Collection / Hoarding (via Skinner Box)
How did we arrive at these best practices? 1. Natural process of evolving inspiration 2. More-“professional” monitoring of players
The End ?
What is Boredom? A healthy response to unproductive situations.
“Many of today's console games exert a time crush. They demand tens or even hundreds of hours of attention to complete, some or most of which often feels empty. In that respect, one could argue that many games seem to destroy time….
“But social games do something even more violent: they also destroy the time we spend away from them... through obligation, worry, and dread over missed opportunities.” Ian Bogost