Wednesday, April 18, 2007

Immersive Experiences: Lessons from Game Designers

Very heavy gaming researcher/creator.
My takeaways - were pretty much one-off snippets of research

Average Usesr is below average.
Typical user always feels like an idtot.
Remember this lesson. Give the user ways to feel "confident"

Possible technique give the user leagues (beginning to expert)

Just as in anything - noone reads the manual!

In gaming, there are about 16 - 18 buttons on the control panel.
All of them integral to the gaming action. The great thing or interesting thing about that -
and as stated above, noone reads the manual. Yet, in gaming , the 16-18 buttons are understood - and noone HAS to read the manual.

Relates to Cignitive Psych

George Miller was the (guy) that said the human brain can't remember more than 7 words ( I'm not sure how relevant that still is, given the amount of information we all digest these days)

Here's the deal: Games make heavy use of affordances
-In real life, when you walk up to a door - and you see a sign that says "pull" Thats a backwards affordance.

affordances - when a thing does exactly what you expect it to do.

Compound that with...
Users expect when you do something once - that's how it operates throughout.

There are significant differences in genders when applied to technology. But the anomoly is - Older men act like women.

Always look for the passion - Casual users can be hardcore.

Adaptive Difficulty has pitfalls
number one gripe against the game, Oblivion.
It's the same difficulty level as your level progresses. This is bad .
The fun comes from operating at the margin of your ability. If you want an engaging experience, you need to let people try something and fail at it (gee, isn't that the story of life?). This makess them feel, when they succeed, feel great- likea total badass.

Similarly or conversly, bottom-feeding is numbing, isn't fun.

Fun comes from operating at the margin of your ability.
Repetitive challenges/ tasks suck.
High R.O.I. is a bad word in interaction design. (not sure I'm getting this point)??

useless fact (for us) ut interesting:
women were found to use first person view more than men.
why - they found out that third person camera objectified other things.
Even when the third person view allowed them to be more effective care-takers. Peacekeepers of the entire situation.,

men - used third person more. Enjoyed omcbat more.
Enjoyed killing more.

THink about size of icons.
Avatars are filters.
Avatars represent aspect s of the people's own psychology that they wind up projecting outwards.

Personalitites leave room for tantilizing imagingation

iterative tit for tat.
comes out of game theory.
as long as there's an expectation of future interaction - people will treat each other well.

negaitve reputation systems always break out into chaos - it's been studied.

all core gamers HATE SimCity - but they bought it for their girlfriendss - who then became extremely addicted. Now that's marketing. Getting to the girlfriend though the geeky, gaming boyfriend.

Path to the mass market is always through the hardcore.

when you have a kickass lead user - make sure you destroy him.
they make the game miserable for everyone else - it sucks.
topple your kings.

turn over every leader board. Meaning - keep it an accessible area for the loser - or not-so

Perfection is DULL!
Don't make it perfect
You want users to feel smart.

slides will be posted!

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