Engines of Play. Jason VandenBerghe. Creative Director

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Transcription:

Engines of Play Jason VandenBerghe Creative Director

I make games. The Situation Games engage with people s motivations. People s motivations are hard to understand.

The Problem I need to choose which motivations our game will attempt to engage I need a way to communicate those choices to my team.

Wow This Slide Is Terrible As investment increases the motivating effectiveness of extrinsic payoffs decreases.

The Problem I need to choose which motivations our game will attempt to engage across their entire experience with the game I need a way to communicate those choices to my team. in a way that makes sense to them.

Play Engines : The Solution A clear expression of the essential motivations and satisfactions that your game will attempt to engage.

Destiny Builds Fantasy Not Work Explores Skilled Work Competence Core Shooting PvP Realism Coop Less Skilled Multiplayer Autonomy Gear Hunting Mission Loops Mechanics Combat Context Calm Solo Thrill Relatedness Strikes & Raids PvP Ranking

Cautions This is a top-down technique. It won t work well alone. Use with other, more bottom-up techniques. Do not apply strictly. Stay loose.

Have you used it on your own project?

5 DOMAINS OF PLAY (THE BIG 5)

The Big 5 (O.C.E.A.N.) Closedness- Openness to Experience Un-Conscientiousness Conscientiousness Introversion Extraversion Disagreeableness Agreeableness Stability Neuroticism

Openness Conscientousness Agreeableness Extraversion

Fact-Orientation Imagination Prefer Realism Prefer Fantasy

Openness Conscientousness Agreeableness Extraversion

Novelty Challenge Harmony Stimulation

Novelty Challenge Harmony Stimulation

Novelty Challenge Harmony Stimulation

PvP Fantasy Solo Skilled Builds Novelty Explores Not Work Challenge Work Realism Less Skilled Team Multiplayer Mechanics Harmony Context Calm Stimulation Thrill

Combat Fantasy Solo Skilled Builds Novelty Explores Not Work Challenge Work Realism Less Skilled Coop Multiplayer Mechanics Harmony Context Calm Stimulation Thrill

What Worked Predicts gaming taste decisions Predicts certain types of in-game behavior Describes variation among players nicely

What Didn t Work Teams care about groups, not individuals Need a way to talk about our players

Investment Layers Meh Care a lot Care Care Care a lot Realism Fantasy

Care a lot Fantasy Care Care a lot Builds Care Meh Care Care a lot Explores Care Care a lot Realism

5% Fantasy 15% Care a lot Builds Care 60% Meh Care Care a lot Explores 15% 5% Realism

Combat Fantasy Solo Skilled Builds Explores Not Work Work Realism Coop Less Skilled Multiplayer Mechanics Calm Context Thrill

Combat Fantasy Solo Skilled Builds Explores Not Work Work Realism Coop Less Skilled Multiplayer Mechanics Calm Context Thrill

Combat Fantasy Solo Skilled Builds Explores Not Work Work Realism Coop Less Skilled Multiplayer Mechanics Calm Context Thrill

Combat Fantasy Solo Skilled Builds Explores Not Work Work Realism Coop Less Skilled Multiplayer Mechanics Calm Context Thrill

Combat Fantasy Solo Skilled Builds Explores Not Work Work Realism Coop Less Skilled Multiplayer Mechanics Calm Context Thrill

Combat Fantasy Solo Skilled Builds Explores Not Work Work Realism Coop Less Skilled Multiplayer Mechanics Calm Context Thrill

What Else Didn t Work? Long-term satisfaction is missing Quality or Value is missing

Self-Determination Theory (SDT) Intrinsic motivation Extrinsic motivation

SDT (PENS)

Competence The universal want to seek to control outcomes and experience mastery

Competence The universal want to seek to control outcomes and experience mastery Autonomy The universal urge to be causal agents of one's own life and act in harmony with one's integrated self

Competence The universal want to seek to control outcomes and experience mastery Autonomy The universal urge to be causal agents of one's own life and act in harmony with one's integrated self Relatedness The universal want to interact, be connected to, and experience caring for others

Competence The universal want to seek to control outcomes and experience mastery Autonomy The universal urge to be causal agents of one's own life and act in harmony with one's Relatedness The universal want to interact, be connected to, and experience caring for others

PENS Scot Rigby

Competence Easy to learn, difficult to master Autonomy Customization, agency Relatedness Social grouping, status feedback systems

Competence Autonomy Relatedness

Destiny Competence Core Shooting PvP Autonomy Gear Hunting Mission Loops Relatedness Strikes & Raids PvP Ranking

The Stanley Parable Competence Autonomy Relatedness Illusion of challenge IT IS A LIE (Hard-to-find endings?) Illusion of freedom IT IS A LIE (World responsiveness?) YOU ARE ALONE (Direct relationship with the narrator?)

Don t Starve Competence Core Survival Loop Challenge worlds Autonomy Construction / Loop Characters Relatedness Watercooler Sharing (?)

Competence Autonomy Relatedness

What Else Didn t Work? Motivation changes over time are missing.

Forrester Research CONSUMER JOURNEY

The Journey Discovery I ve heard of it I play it Affinity I tried it I played it Evaluation Use

The 3 Models Players motives and needs change in a predictable way over time (Consumer s Journey) All players start to play for different reasons (Big 5) But they tend to stay for the same reasons (Self-Determination Theory)

GAME PSYCHOLOGY VOLTRON!!

THE ENGINE OF PLAY

Discovery I ve heard of it I play it Affinity I tried it I played it Evaluation Use

Play Engine 1.0 Builds Fantasy Not Work Explores Skilled Work Competence Realism Coop Less Skilled Multiplayer Autonomy Mechanics Context Calm Thrill Relatedness Combat Solo

Yep This Slide Is Still Terrible As investment increases the motivating effectiveness of extrinsic payoffs decreases.

Destiny Builds Fantasy Not Work Explores Skilled Work Competence Core Shooting PvP Realism Coop Less Skilled Multiplayer Autonomy Gear Hunting Mission Loops Mechanics Combat Context Calm Solo Thrill Relatedness Strikes & Raids PvP Ranking

The Stanley Parable Fantasy Skilled uilds Explores Not Work Work Mastery IT IS A LIE Realism Coop Less Skilled Multiplayer Autonomy IT IS A LIE Mechanics Context Calm Thrill Relatedness YOU ARE ALONE Combat Solo

Don t Starve Fantasy Skilled uilds Explores Not Work Work Competence Core Survival Loop Realism Coop Less Skilled Multiplayer Autonomy Construction / Loop Mechanics Calm Context Thrill Relatedness Watercooler Sharing (?) Combat Solo

The Problem I need to choose which motivations our game will attempt to engage. across their entire game experience I need a way to communicate those choices to my team. in a way that makes sense to them.

Kinda messy Will fix Problems Drives are poorly represented 4 Fun Keys? Something else? Complicated YP

In Closing Don t fuck it up. Jason VandenBerghe jason.vandenberghe@ubisoft.com @thedarklorde www.darklorde.com