I was having lunch with Tom Wang the other day on the
Microsoft campus and the topic got around to game design. Having just completed teaching the senior
seminar in Advanced Game Design at Digipen University, I had a lot of thoughts
on the top at the forefront of my mind.
After the conversation, it occurred to me that many game developers do
not have a good sense about what makes for a good game – particularly in the
realm of the more casual games so popular on phones and Facebook.
So, in the hope that at least one other game developer will
find this information useful, I thought I would share it more broadly.
Game Players are Humans
The first thing to remember is that games are played by
people. And people have complex lives
going on around them. They have hopes,
fears, desires. They are worried about
what other people think of them. And
they have limited time.
The most precious resource – the only truly scarce resource - is human attention. There is no one who
has extra attention just lying around.
If you want someone to spend some time playing your game, you are asking
them to NOT spend time doing something they are doing now. So ask yourself, what is your player going to
STOP doing in order to play your game?
And then really try to be honest with yourself on whether that is a
reasonable ask.
For example, many MMORPGs tried to take on World of Warcraft
and failed. I’ve met many of these
developers, and they really focused on the wrong things. Their game had better graphics, or a better
world, or more fun questing and level, etc.
And it was true. But they didn’t
properly consider that many of their users were people who were playing Wow
now, and most of them do not have time to play two MMORPGs. So they are implicitly asking their players
to stop playing Wow in order to play their game. And they hadn’t considered if their game was
really a better deal.
Consider that Wow players had invested tons of time and
money into their Wow characters. They
have friends there. They have guilds or
teammates that are counting on them. Asking someone to give all of that up is a big
ask.
In addition, Wow has done a very good job of making Wow
mainstream. In most workplaces, telling
someone that you have a character in Wow does not cause people to look at you
askew. This may not be the case for your
no-name new game.
Humans only care about certain things
While every human is different, there are some broad classes
of activity that appeal to people. Not
ever person likes all of these activities.
The problem that many game designers have is that they do not figure out
which of these activities they are providing for their users, and thus they do
not make them a completely compelling experience.
Here is a simple list of human entertainment passions:
·
Collecting – getting things that are rare,
and/or getting a complete collection.
These are the people who like to get every pokemon, every collectible
plate, or that rare superman comic.
·
Gambling – taking a chance and getting a
potentially big payback. Think slot
machine, where the more you bet the more you might win
·
Perfection – doing something over and over until
you get it perfect
· Exploration/Discovery – finding new things, new
worlds, etc.
·
Sharing / Helping friends
There are others, of course, but these are the ones that are
easiest for game developers to exploit.
So the first thing to do is to figure out which of these
activities is your game exposing? You
don’t have to have just one. It is
perfectly fine to have two or three or even more. In Wow, for example, you can explore the
world, try to perfect your combat, help your friends, or collect
achievements. There is something for
almost anyone.
The second thing is to make sure that your experience
completely leverages those passions. For
instance – if your game has a gambling mechanic, but doesn’t let the player
control how much they are willing to wager, you will not have a satisfying
gambling experience.
I am continuously amazed by the number of otherwise quite
solid games that fall down on this simple point. For instance, many people play social games
because they enjoying sharing or helping friends. And even though most of those games support
in-game purchase via microtransactions, most of them to do not have a mechanism
for meaningful gifting – buying things for a friend. The companies that understand this simple
desire and were able to make products to exploit it – such as TenCent with QQ –
really made a mint.
Let’s keep the discussion going. In future posts I will talk more about other
rules of human nature that are useful to gamers.
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