Friday, 6 May 2011

Players who suit MUDS

This is an article written by Richard Bartle.


The basic premise of this article is outlining the various different player traits that was explored on a MUD forum. Bartle argues that players fall into different catagories, these catagories have very different play styles.


These are:


  • Achievment: These players are driven by goals and treasure
  • Exploration: These players are driven by exploration of the game and finding out of the machanics of a game works
  • Social: These players are driven by interaction with fellow players
  • Imposition: These players are driven by a need to help or even hinder players
However, he goes on to say that in some game you would n ot find some of these traits. This is because people are influenced greatly by the game itself. If you change certain game mechnics, then players will respong accordingly For example if you added more communication facilities, you may see an increase of socializing, or if you drastically increased the game world, you may see an increase of exploration.

These catagories of players also tend to interact and view each other in a unique way. Please note that while Bartle starts with imposition as a catagory, he then changes that to "killers". I was disappointed in this, simply because, with that change, he has left no room for what i like to call "helpers".

Achievers V Achievers: Competition, Respect
Achievers V Explorers: Losers
Achievers V Social: Tolerant, "Waste of space"
Achievers V Killers: Dislike

Explorers V Achievers: Explorers pity achievers because they believe that Achievers are just a poor mans Explorer
Explorers V Explorers: Respect, unless they are poor explorers
Explorers V Social: Can be impressed, they find socialising unimportant
Explorers V Killers: Grudging respect

Social V Achievers: Socials like Achievers and like to discuss them
Social V Explorers: Socials believe Explorers are wasting there time on something unimportant
Social V Social: Can talk for hours....
Social V Killers: Hated. Killers are anti-social

Killers V Achievers: They are prey. They can be competant fighters though, which is why killers enjoy the challenge
Killers V Explorers: Killers are Weary of explorers. They can be dangerous opponents
Killers V Social: They love killing them because of how much they whine afterwords. A nice ego boost.
Killers V Killers: They avoid each other, however, if they do fight, the winner is respected.

Natural Funitivity

What makes a game fun? This is the question asked by Noah Falstein in his article Natural Funitivity.

What Noah wants to focus on, is not the definition of fun. What he wants to know is, what makes us enjoy games and why have we evolved to enjoy games.

He believes that the reason we enjoy games is in our past, a few thousand years to be exact. The reason we have to look so far back, is because the modern world can "mask or distort the evolutionary sense behind our drives or interests".

First he explains about refined sugar syndrome (RSS). He says that thousands of years ago, the craving for sugar would motivate us to hunt for food. In the modern world, there is no shortage of sugar, we could eat it by the bucket load if we wanted to, and we often do. This, he says, applies to other things as well, like entertainment.

Different animal used play differently. Some would use it social, some to show their dominance and some to practice survival skills. In the same way that sugar has been refined, "Play" has also been refined.

Back then, humans would use play to improve their hunting skills. Noah gives an example of how 3 different people could behave after a successful hunt.

Person A would go straight out and hunt for more. His skills would remain sharp, but it’s also dangerous doing this.

Person B would relax, his skill would diminish, but he would be well rested by the next hunt.

Person C, however, finds it boring to sit around. He invents a small game, in which he throws rocks at a piece of wood to knock it over. He has the best of both worlds, he stays safe and is well rested, but is also improving his skills.

He goes on to say that while A and B are not necessarily bad methods, it is evident that alot of us have evolved in the same way as person C, enjoying games and play. Is this due to person C being more successful with survival? Maybe.


Monday, 2 May 2011

My design issues essay. Think I'm done. I will of course have to go through it and correct many grammar and spelling errors, so ignore those.

Enchanted Arrows
Design Issues


Introduction

In this assignment I will be exploring the various different design issues the Enchanted Arrows team faced when developing a learning game, aimed at Key Stage 1 students. The initial idea for the game was proposed in a presentation given at the beginning of the year by two of our team members when we were asked to produce ideas for an educational Key Stage 1 game. The game they came up with would be a spelling game, but instead of creating a simple hangman type game, we wanted to add more skill to it to that. Therefore, instead of picked the letters you wanted from a list, you would instead control an archer, which you would use to fire arrows at the falling letters in the level. Initially, it seems like a simple and effective idea, however, this design choice would raise a number of issues that would need to be solved.



Balance
The first issue that arose was the issue of balance. I normally hear the term balance referred to in multiplayer games, this is because both opposing parties should be equal without an unfair advantage to have proper competition.

“Computer and console game developers are constantly grappling with the notion of struggle; they know that if the game is too hard, players will find it frustrating. Contrariwise, if it is too easy, they will find it dull.” - Costikyan, 2004
You also need balance in a single player game, which ensures that your opponent (whether this is Artificial Intelligence, or certain rules etc.) is not too easy to beat and equally, not impossible either. However, we faced a difficult task when designing this game, simply because we were designing it for children who were aged 5-7.

When a child opens the game for the first time, we didn’t want them to get confused and lose interest. We decided that we needed a tutorial. We did this in two parts. The first tutorial can be accessed via the main menu and was a one page spread of simple instructions. However, when a child opens a game for the first time, reading instructions is not normally on the top of their to-do list. So we created an in game spoken tutorial. The spoken tutorial would guide the player through the first level, and would then let them continue through the other levels by themselves.

“There is one obvious problem here that we face as game designers: how do we know what an “appropriate” challenge level is? Sure, we can say that a logic/puzzle game for adults is probably going to be harder than a similar game for young children, but beyond that… how are we supposed to know what is too easy or too hard? The obvious answer: playtest!.”
-  Schrieber. 2009

Because we were not the target audience, this meant that we had to take special care when designing and balancing our game, because even though it may be boring and easy for us, younger players would hopefully find it challenging and entertaining, if we have done our job properly.

Schrieber states in that quote that the obvious way to ensure that the game is enjoyable for your target audience is to have them playtest it. Being the age that we are, meant that we may have difficulty finding willing test subjects every week to test the new levels and the subtle game design changes we made. Fortunately for us, we had an older team member, Garry, who had a young daughter currently doing Key Stage 1. This enabled us to test the game throughout the entire assignment, which was undoubtedly invaluable as she raised some glaring errors that we were not able to see. For example, in the image on page one, should I spell “Tophat” or “Hat”. We used the feedback that we received to include a voiceover for each item that the player selected. This solved the problem, but had we not had this feedback, it could have been very confusing for children who played it.

It was a relief to find out that our play tester did enjoy playing the game, and was able to cope with the skill aspect we had incorporated in it. However, the main challenge of the game was for the player to be able to successfully spell the words. Just because one Key Stage 1 student could spell the words we had chosen, doesn’t mean it would be suitable for every child of that age.

 “There is another problem, however: not all players are exactly the same. Even within a narrow target audience, players fall along a bell curve, with a few that will be highly skilled and a few that are the opposite.” - Schrieber. 2009

This meant that we would need a considerably larger test group. This is because, as Schrieber says, each player will have a varying level of ability. This is when we had another stroke of luck. Garry, our older team member that I mentioned earlier, had a wife who was a junior school teacher. She was able to provide us with a list of words that Key Stage 1 students would be currently learning in there syllabus. I believe that this was an even more accurate way than having a large test group. Why rely on the feedback from 20 or so individuals, when you have access to the Key Stage 1 syllabus which has been researched and used for many years all over the country.

“Note that, by simply playing the game and getting experience with it, your audience will eventually become more skilled at the game. This is one reason why the later levels of video games are usually harder than the earlier levels. (Recall that another reason is so that the gameplay matches the dramatic tension in the narrative.) The change in difficulty over time in a single game has a name: we call it pacing.”
-  Ian Schrieber. 2009


From this list we were then able to separate them into:
·         easy three letter words,
·         medium difficulty 3 letter words
·         harder five letter words.

This provided us with the games pacing, ensuring that the game gets progressively harder as the player moves on to each level by increasing and maintaining the level of challenge the player has to deal with.

Gender
The next design issue we had to think about was the issue of gender. We knew we had to aim the game at 5-7 year olds, but now we faced a different problem. We had to somehow aim our game at two different audiences at the same time.

“Selecting characters in games seems to be different according to gender. In the
last decade, game developers started to create game characters that transport a
macho image in their games (Duke Nukem being an example) and thought these
elements can narrow the gap in the women gaming market. It turned out that
women strongly dislike these stereotypical characters. For women, combining
‘cute – humor – clever’ comes first, not the ‘brain and beauty’”
- Yatim, M.; Nacke, L., Masuch, M. 2006


Although  males tend to dominate the gaming market, we were aware that we were creating an education game, therefore these games would most likely be played as a class activity or for revision. This meant that the both are female and male audiences would be fairly equal.

The first and most obvious choice we made was regarding the main character.  As you can see by the quote above, it is believed that women have different opinions on what makes a good hero (or heroine), and as such, we wanted to design two different heroes, one for the male players and one for the female players.

However, we still had to keep in mind that this was a game for key Stage 1 students, so any “Duke Nukem” type character was not an option, not to the mention that he might have trouble firing a bow and arrow with arms like his. We believed that the best way to appeal to both genders was to create a female and a male character. This would allow the player to choose for themselves what they would like to be represented as in the game.


Competition
I previously mentioned in the article that our game, as an educational game, was primarily going to be used as a class activity, or used for revision by class peers. As such, we wanted to include some way that they could compete.


-  Cheryl K. Olson. (2010).


The above image is a survey on 1,254 students studying in South Carolina and Pennsylvania. Not surprisingly, the element of competition was a large motivator for boys playing video games.  The girls were also motivated by this element, though not surprisingly, less so than boys.

Even though it was an education game, it was still a game and thus had to be enjoyable to play. We recognised the need for competition when we played our game and felt that something was missing. It felt like you were just carrying out actions in order to make the story progress, not dissimilar to turning the pages in a book.

When we added the score, there was now another reason to play the game. It would allow the players to compete with each other, compare scores and would encourage them to play through it multiple times. With the  addition of a score system, we didn’t just increase the enjoy ability or the game, we also made it more educational due to multiple play throughs.

It wasn’t an easy decision to add the score system however. Encouraging the player to play the game multiple times meant that we had created another problem. On the second play through, the player would have to respell the same items on the same level. Not only would this be extremely boring, but it would also mean that they could get the maximum score everytime because they knew the words that they would have to spell. So adding the score system meant that we needed more items so that the player could select different items on the second and even third play through. This would increase the amount of time it would take to develop the game, pushing us closer to the deadline. In the end, I believe it was worth it, simply because it improved the game so much.


Bibliography

Ian Schrieber. (2009). Game Balance. Available: http://gamedesignconcepts.wordpress.com/2009/08/20/level-16-game-balance/.
Last accessed 1st May 2011.

Cheryl K. Olson. (2010). Children’s Motivations for Video Game Play in the Context of Normal Development. Review of General Psychology. 14 (2), p180-187.


Yatim, M.; Nacke, L., Masuch, M. (2006).
 Improving Game Design by Understanding the Gender Differences: The Cognitive Approach. International Conference on Gender in Educational Games and Gender Sensitive Approaches to E-Learning 2006, Donau University Krems, Austria.

Greg Costikyan. (2002) I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. In Proceedings of CGDC Conf, Tampere University Press, Tampere.

Monday, 4 April 2011

Female Gamers

Gaming is an industry which is dominated by males. Not only are the majority of players male but also the majority of people who create games. I believe the reason for this is that it is a catch 22.

 Males create the games > Males play the games > Male gamers demand more games aimed at males.

Looking at the list of the current top 40 games can show you that this is clearly in affect. Game like Crysis and Call of Duty dominate the top sellers lists, and because this circle will inevitably continue, I see no reason for this to change in the foreseeable future. The only female orientated game that comes close is probably The Sims, and even that is probably because it is alot of males guilty pleasure. However, other games do signal that the female market is somewhat alive and well as we see games like Nintendogs sitting amongst the top 40 games.

But what does that mean for the female gamers. Do they really want a game like Nintendogs created predominately by males? Wouldnt it be better if female games were created by Females? Well undoubtedly yes.

Many females may also argue that just because they are female, doesnt mean that they should be forced to play stereotypically female games like Nintendogs. Just because a game like Crysis is seen to be in the male domain, im certain that many females enjoy playing it also. So why is it always aimed at male gamers. Probably because males make up the majority, and what the majority wants, the majority gets.

We were asked to look in particular at a game called "Cake Mania 2". The game is about a women working in a cake shop and serving the customers. To succeed you need to take the customers order, create the cake that they ordered, and then deliver the cake to them at the counter. The main problem i have with this game is that you feel like your working. It litrally feels like a simple simulation exercise in customer service.
For me, playing a game is all about doing something that you wouldnt be able to do in the real world. For example, roaming a post-apocalyptic wasteland shooting mutated creatures (Fallout 3), or maybe using your high tech suit to overpower your enemies in battle (Crysis), or even using monkeys to throw darts and defend your base from balloons (Balloon Tower Defence). But for the life of me i cant work out why someone would want to take a customers order and bake them a cake unless they were working in a real cake shop and actually getting paid for it.

Although maybe thats the point, maybe males dont understand why Cake Mania is a game females enjoy and thus highlights the need for more females in the games industry.