Experience – part II

By Vince Vader

I really enjoyed writing my last post (link here) about experience of players inside the games. So I've decided to write a little bit more about this fascinating subject. In this post I want to highlight some ideas to complete this thought.

I think there are three great aspects that help us understand the involvement of the players with the game universe: the idea of a labyrinth, the concept of virtual presence and the concept of flow.

I like to use the idea of a labyrinth of games as a metaphor. I think it's important to offer the player a chance to get lost inside the game world. But it's very important to offer this as a challenge to be completed and not as a bad sensation that leads the player to nowhere. As Kerényi wrote, the concept of a labyrinth is possibly a cultural good of all humanity whose origins date back to the Stone Age (page 66) and possibly all the ludic activities results in a kind of maze (page 72). So we can conclude that the idea of a labyrinth is - in some way - a mythological heritage of us all.

Continuing the thought, it's important to study the concept of "presence" inside the game world. Offer the player a labyrinthine environment is easy but the great challenge is to put a virtual presence of the player into the game (using narrative resources, coherent game mechanics, good graphics, etc.).

Nitsche (page 203) in reference to Slater (1993) talks about forms of presence and argues that “presence” is understood as the mental state where a user subjectively feels present within a video game space as the result of an immersion into the content of the fictional world. It is a mental phenomenon based on a perceptual illusion. In reference to Lombard and Diltron (1997) Nitsche (page 203) says that a great number of researchers have concentrated on the idea that a state of presence should be connected to the illusion of a nonmediated experience. In this case, players do not see the interface anymore because they feel present in the world beyond the screen.

The last concept I want to discuss is “flow”. I’ll go back again to the author Michael Nitsche to complete this thought. Nitsche (page 204) citing Csikszentmihalyi (1991) says that “flow” has been introduced as a state in which a person is fully immersed in an action and highly focused to the extent that one can experience, for example,

a loss in the feeling of self-consciousness and time experience. A player who reaches this level is clearly immersed in the game but not necessarily “present” in the virtual space.

All these features help us to create good experiences involving games.

In a future post I want to discuss some ways to generate the idea of a labyrinth and the concepts of presence and flow. Szia!



References:

CSIKSENTMIHALYI, Mihaly. Flow: the psychology of optimal experience. New York: Perennial (HarperCollins), 1991.

KERÉNYI, Karl. En El laberinto. Madrid: Ediciones Siruela, 2006.

LOMBARD, Matthew & DITTON Theresa. At the heart of it all: the concept of telepresence. Journal of Computer-Mediated Communication 3, no. 2 (1997): 1-39.

NITSCHE, Michael. VIDEO GAME SPACES - image, play and structure in 3Dnworlds. Massachusetts: MIT Press, 2008

Experience

By Vince Vader

I want to discuss in this post the importance of creating relevant experiences for players inside the video games. The idea of writing about this subject came from a brief discussion I had with a game designer friend.

Nowadays we have more complex tools to create amazing experiences in video game platforms like 3d graphics, complex soundtrack and interaction with motion devices (like Kinect). But if we think about famous video games from the past, it is possible to notice that game designers created amazing experiences with few resources, too.

Technology changed a lot of things in this area, but the essence of creating a good gaming experience is still the same: players want to have fun.

I always like to use classic games as examples, and I want to use Space Invaders (Tomohiro Nishikado, Taito, 1978) as a good case study in this subject. Space Invaders had limited resources in its creation but it’s a great game still today.

Space Invaders has all the things a game needs to give the player a great experience:

1) Simple and elegant interface. You just need to move left/right, shoot aliens in the sky and try to protect your ship in the limited energy fields;

2) The game has tension. As the invaders come closer, they get faster;

3) The game has no soundtrack, but it has a constant and scary sound (like a heartbeat) that gets faster as the invaders come closer.

As we can see, limited resources did not prevent the creation of a great > game.

As Nitsche wrote: “the narrative perspective emerges from the available interactive options, but also from the way the space is told to the player. The mediated plane works like a narrative filter between the rule-based plane and the play space” (2008, page 145).

So? What do you think about that?



References:

NITSCHE, Michael. VIDEO GAME SPACES - image, play and structure in 3Dnworlds. Massachusetts: MIT Press, 2008

Wikipedia: http://en.wikipedia.org/wiki/Space_Invaders

Jane McGonigal: Gaming can make a better world

Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

A quote from Reiner Knizia

I really like the work of this guy. Knizia is one of my favorites game designers. Born in Germany, he developed his first game at the age of eight (!). He has a PhD in mathematics, and has been a full-time game designer since 1997, when he quit his job from the board of a large international bank. Knizia has been living in England since 1993.

This quote below has a good concept about game design:

When playing a game, the goal is to win, but it is the goal that is important, not the winning.” ― Reiner Knizia

Think about it.

Szia!

A quote from Roger Caillois

"In strongly opposing the world of play to that of reality, and in stressing that play is essentially a side activity, the interference is drawn that any contamination by ordinary life runs the risk of corrupting and destroying its very nature." - Roger Caillois (link),"Men, Play and Games",chapter "The Corruption of Games",p. 43

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