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Read more...Thousands of aspiring game developers recently funneled into the main auditorium of San Francisco’s Moscone Center for the centerpiece keynote of this year’s five-day Game Developers Conference. The audience, which had an unusually high occurrence of dark trench coats and long unkempt hair, listened to a presentation on the psychology of game design from one of the industry’s founding fathers, Sid Meier. Meier has been developing hit games like Civilization since 1982, when he cofounded MicroProse, an early game development shop. In 1999, he became the second person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame.
Meier focused on the tricks his teams use to keep kids glued to the screen. The strategies he revealed have been partly responsible for the explosion of an industry and the decision of a generation of young Americans—young men in particular—to battle fictional foes instead of doing homework.
A 2007 Harris poll found that teenage boys in the U.S. spend an average of 18 hours per week playing video games (teen girls clock in at 8 hours per week), and a study published this month in Psychology Science confirmed what parents have long intuited—that having a video game system in the house significantly impairs academic achievement among boys.
So how do games keep boys glued to the screen and craving more? Meier said the key is feeding the ego.
Like many developers, he once thought that the most important factor was realism—flood the game with details that make the settings truer to the historical and thematic context—make pirate games more pirate-y, war games more graphic. But Meier soon realized that approach was wrong; it did not always lead to greater player satisfaction. When he started focusing on what happens in the head of the player, he changed a lot. And the key, he discovered, is increasing the players’ sense of pride.
“If you play Civilization, you are an egomaniac,” Meier said. "The game asks players to 'build a civilization that will stand the test of time.' If you look at that and say, 'oh yeah, I can do that.' You are an egomaniac.”
Treating gamers as egomaniacs has many implications, it turns out. From skewing the odds in players’ favor, reinforcing fallacious math, minimizing punishment, and making sure companions and foes never appear quite as clever as the player himself, developers can boost the gamer’s craving for play time.
Below are my notes on Sid’s talk.
The winner paradox
Keep winning percentage abnormally high. In real life, not everyone wins. Only one of the 25 teams in the NBA can win the championship, but not so in games. The player is looking for a satisfactory conclusion. Developers should make sure players win big and win often. Skew the “winning percentage."
Reward vs Punishment.
Players like to find gold coins. Players are very inclined to accept anything you give them and think that’s the result of their own merit.
If you punish bad behavior, the game is wrong, it’s cheating, players think. When there’s a negative consequence, it’s important that the player understand why that’s happening and how to avoid it next time. If you can emphasize that “next time” aspect, you increase replayability. Antime you can plant the seed of replayability, do it.
Also, the first 50 minutes have to be really cool. Let them know they’re on the right track. Cool stuff is happening and even cooler stuff will happen later on. In the first 50 minutes, you almost cannot reward them enough.
Difficulty Levels
I used to think we needed four difficulty levels. Apparently, I was wrong; we need nine. The reason we have these levels is to create a sense of progress. There always need to be more challenges. Desiring to make it to the next level enhances replayability.
You always want your player to feel they are above average. They are doing well, and they will probably do better.
The Unholy Alliance
This defines the relationship between the player and the designer. I’m going to pretend certain things; you’re going to pretend certain things, and together we’ll have fun. The terms of the alliance are as follows:
“I don’t know what it says about the human condition or the future of mankind," Meier said, "but it’s kind of sad.”
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