Post on 28-Jan-2015
description
transcript
‘Stargazing’ Emotional Analysis of
Game Designs
Aki Järvinen, Ph.D.
GameCultures Conference / Magdeburg 2009-3-21
Background: PhD study in game design
theory
http://acta.uta.fi/english/teos.php?id=11046
Recent work on games &
emotions
• ‘Understanding Video Games as Emotional Experiences’
• B.Perron & M.J.Wolf (eds.) Video Game Theory Reader 2. London & New York: Routledge. 2008.
• Adapting the ‘OCC model’ into game analysis
Exploring models for analyzing
events, agents &
objects in game worlds
My design research
into games as results of
design practices &
solutions
‘Stargazing’ summarized
• The author introduces means for analyzing existing game designs with particular emphasis on identifying their emotionally relevant features.
• The method aims to give tools for uncovering the secrets of successful game designs, so that such findings could be creatively reinvented for new designs.
• The method applies terminology from object-oriented programming in order to produce results that can be reformulated into a game design document, or channeled into a rapid prototyping task instantly.
Phasic emotions
parallel phasic
gameplay
• Recognition of something significant
• Evaluation of the situation; plans to cope with the situation
• Action readiness; tendencies
• Bodily and expressive effects
• The four-fold phasic nature of emotions is constantly at work in gameplay
• Such, admittedly totalizing view to gameplay emotions, lets us to try to design them, knowingly
Emotional game design through the metaphor of
stargazing
• Metaphor of stars, sky, and their relationships
• A romantic metaphor for a romantic design practice
• In terms of the stargazing method, the design elements of a game represent the stars that align into certain constellations...
• ...thus creating so-called eliciting conditions, i.e. ‘conditions under which an emotion can be triggered.’
The most frequently designed/played
eliciting condition in video games?
Game Design Research Problem
• The premise: any particular emotional episode of a player, or players, can be traced back to a certain game state, or a sequence of game states.
• Examples:
• Scripted events in Gears of War or Dead Space
• Sequences of dialogue interaction in Animal Crossing
• Instance in World of Warcraft
• Behavior of fire in Far Cry 2
• How to analyze their emotional constituents & consequences with a rigorous method?
Game States as emotional
waypoints
• Game state is the ‘frozen slice’ of gameplay, a recognizable phase, that can be used
• as a focus point when analyzing games
• as the smallest factor in designing game play from an emotional /experience design standpoint
• Game states combine into sequences, and emotional experiences are sequences of emotions, where the result is more than the sum of its parts
Goal monitoring;
where does it focus,
perceptually?
• Goal monitoring is a concept originating from psychological studies in personal goals
• It conceptualizes the constant tracking of how one is doing in terms of the goals under pursuit
• i.e. as behavior that has to do with both predicting and experiencing of emotions
• Are there certain perceptual and cognitive vectors or formations – constellations - that emerge in the game play process, and are particular important for goal monitoring
• ...and consequently, for the emotional design of the game?
Stargazing at Zuma:
‘The vector of suspense’
between the skull and the closest
ball as the focus
of goal monitoring
Stargazing at Tetris:
‘The skyline vector’
as the focus of goal monitoring
A practical future
application:
Emotional wireframe prototypes
• Future work: Turning stargazing results into concrete design tools with which emotional gameplay dynamics, similar to the above examples, could be modeled and tested through abstractions
Abstractions of vectors into game
design ‘toys’
Stargazing at Braid
Stargazing at Portal
Stargazing at Braid & Portal:
‘Projected vectors’
• The emotional vector, rather than being a concrete visual set of dynamics, is a mental projection into the game space that has to be figured out, and then executed, by the player
• Goal monitoring consists of a sequence of logical deductions and their outcomes
• Perceptual goal monitoring is used to inform cognitive goal monitoring, and vice versa.
• ... This type of goal monitoring has different consequences to the emotional flavor of the play experience
Stargazing 3D & sound:
Flower:
‘musical time-space
vector’
heavily based on aesthetic
perceptions
Stargazing Facebook
games; Parking
Wars:
‘revisiting vector’
via login/logout
Practical design case:
Jukem the puzzle
game prototype
with a design where the
skyline and suspense vectors
combine
How to extrapolate the method
to more complex genres?
• Research question in the works:
• How can more complex game mechanics & dynamics be modeled in abstract forms?
• Hypothesis: With the help of analyzing metaphors, and how they relate to the events, objects, and agents
• Left 4 Dead: how is the ‘left to one’s own devices’ metaphor emotionally aligned in the design of the game?
Contact • Aki Järvinen, Ph.D.
• aki@mygamestudies.com
• www.mygamestudies.com
• Twitter: @aquito