Saturday, 30 January 2016

Why People Play Games

People play games for a variety of reasons. From simple entertainment to keep them busy, to relieve stress, immersing themselves in games as a form of escapism from their real lives, and even to just learn or discover new things about the world. Different people have different reasons for them to play games, and these reasons, along with the psychology behind it, will be analysed in this blog post.

Myers Briggs Personality Types:

First I will discuss the 'Myers Briggs Personality Types'. As talked about by (Myersbriggs, 2016), these are 16 different personality types in order to list and categorise different types of people. The system for this was designed by Isabel Briggs Myers, and her mother Katharine Cook Briggs. They created these personality types (with a table of them all below), along with a questionnaire for people to fill out and discover their own type, in order to make the psychology behind different people more understandable to a wider general audience. Since every person technically has their own personality type, it's a way for everyone to maybe learn about themselves.


A chart depicting all 16 personality types, with four separate 'categories' which each have 4 personality types inside them. (Nwhm, 2016)


I filled out a personality quiz myself that was posted by (Psych Central Staff, 2016), which uses those 16 values as possible results depending on the answers you input into the quiz. I received 'ISTJ - The Duty Fulfiller', which (as shown below) I feel is slightly accurate to me as a person, but is in no way 100% true, so it's something to be aware of when reading your personality type. I feel from these results that I'm not a very serious or quiet person usually, however I do believe that I'm very interested in security and peaceful living, wanting to stay safe. So really from my answers in this small survey it has been able to calculate a few things about me, but isn't 100% accurate. I feel however that every personality type has quite an elaborate answer after filling out the survey, and to sum up all 7 billion people on earth with only 16 different traits and 4 bars in a chart is just not specific enough for the range of people and personalities in the world, in my opinion. So the reliability of these answers isn't completely solid, but as a general overview it's better than nothing.


The personality types can also be applied to the creation of games, as different types of people will experience and react to games in a different manner. Someone who thinks with a much more logical approach like an architect or inventor will probably be able to pick apart a game's mechanics, and critically analyse them whilst playing, and are much more likely to nit-pick smaller problems. Whereas a performer may have much lower standard of what makes a great game, and may just play them to pass the time without giving much thought into the content they're in-taking. It's a lot for a designer to think about, and their target audience for a game's release could be directly related to a certain personality type, so it's an important fact to consider (so for example, if you were releasing a hardcore text-heavy MMO game, it's a given your demographic will be highly critical and analytical people, so it's important you deliver a deep game experience to cater to their needs). All in all it's a good idea for any games developer to have an understanding of these personality types, as it can give you a valuable insight into human nature and also the way different people react to different games. This is also supported by Forbes journalist Todd Essig, who states that it's only really good to use to test your friends for fun, and it also works well in schools against developing children who are still producing their own personality. Todd has been quoted to say: "The test is pretty much nonsense, sciencey snake oil. As is well-established by research, it has no more reliability and validity than a good Tarot card reading.(Essig, 2014)

Now I will talk about Bartle types, and how it compares to the original Myers Briggs theory. It's one of the oldest psychological theories that were related to video games, and it was used to catalogue different types of people when playing a multiplayer game. Essentially, as talked about by (Kyatric, 2013), Bartle types can be applied more directly to games design. One of the things he created was the 'Multi-User Dungeon' game genre, which game before the popular online MMOs like Guild Wars, it's similar in design however the game (called MUD) is very text heavy. The man behind it, Bartle, started to notice a distinct pattern between players, where they could be fitted into four main categories: achievers, killers, socialisers and explorers. These four groups of people acted in the way you'd expect in the game, and the amount of personality types in Bartle's theory is a fourth less than the 16 in the Briggs theory. However the Bartle types define game players much better than the 16, more open and universal set of personality types of Briggs, and I feel it helps define players even in modern games today like Guild Wars 2. Where most people in that game usually have one favourite activity to do which still follows the trend (be it fighting other players, meeting up with friends or collecting goodies). I do feel that the Briggs theory is much more applicable to general psychology in various jobs and industries though, it's just the four Bartle roles I feel summarise the basics of different game players into recognisable categories.

Here is a Youtube video embedded below by ((Extra Credits, 2015), also available at https://www.youtube.com/watch?v=yxpW2ltDNow), which discusses ways which you can find out your own Bartle type. But it's also something you may already know yourself, since some people are aware of certain playstyles and classes they're naturally drawn to in games (I personally prefer playing a more exploration-based game, usually as a support class to help the whole team). Developers can especially take advantage of learning these 4 personality types, similarly to the Briggs theory as I talked about, and then developers can design games more dedicated to their target market. For example, the developers may want to create a more open and social game that focuses on exploring large landscapes, as previous games in a series how proven that a large portion of their fans enjoy that gameplay style the most. So adding too much combat and violence into the new game may alienate their existing established fanbase as they could feel, as the franchise's oldest fans, that they're being pushed away.




The Hypodermic Needle Theory:

Now I will evaluate the theory of the hypodermic needle model, here is a brief quote outlining its origins: "Developed in the 1920s and 30s after researchers observed the effect of propaganda during World War I. The Hypodermic Needle Theory is a linear communication theory which suggests that media messages are injected directly into the brains of a passive audience. It suggests that we’re all the same and we all respond to media messages in the same way.(Lamb, 2013).

This is essentially the theory some people believe, which states that whatever source of media you show an audience, they will believe all of it, even some things most people will deem unrealistic. As researched from (Wilson, 2011), the theory expects every member of that audience to react and respond in the exact same way due to the effects of peer pressure around them. An example of this would be the widespread controversial debate whether or not violent video games make people violent, however this is a suitable example as it’s partially true. Young children generally do not question what they see and what they’re told so playing a violent game series such as Grand Theft Auto could possibly leave a lasting effect on them, due to them having difficulty distinguishing between a video game and reality. Other forms of widespread media have done this in the past too, such as the Elvis Presley debate and whether or not Rock and Roll music was ‘evil’ for people to listen to. And also Father Christmas, a widespread fictional character that many children believe to be real of whom gives presents every year until they ‘grow out of it’ and stop believing. It's become a cultural tradition around the world and is an example of the hypodermic needle model that actually has a positive outcome and isn't just used for hate speech, Father Christmas was designed to spread happiness to families everywhere.

It's a theory that I personally believe in, to a certain degree of course. I do feel that children can be influence by 'negative propaganda' (like violent games) when growing up, however I feel that it's a parent's responsibility to step in and ensure that if a child is in-taking a certain theme inappropriate for their age, then a parent should mentor them and explain the process that is happening and why it may be wrong. I feel that the theory can also apply to others who aren't children too in certain cases, perhaps mentally ill adults may be affected by this theory under certain circumstances, since they may also struggle to tell right from wrong and see this 'bad' content as a role-model figure. It's when things can get quite controversial: where do we draw the line with widespread propaganda and what can we do to minimise the effects on other people?


The Uses and Gratification Theory:

Now I'll be researching a theory that's a step-up from the Hypodermic Needle Model. Researched a paper published by (Chandler, 1995), this is a completely different theory to the Hypodermic Needle Model. It predicts that a media’s audience members don’t just consume that product, they think for themselves and don’t believe that it’s actually real, but instead feel that whatever they're consuming has a use or purpose beneficial to them. The audience usually receive some sort of gratification from consuming the product (which is suggested in the name) and need a reason to do so, such as laughing at a comedy movie to feel happier, playing a sad story-driven video game like Fire Emblem: Awakening (to make themselves feel better about their own real-life problems as they feel empathy for the characters that die throughout the game), visiting an informative blog to gain helpful knowledge about the world, or just reading a really exciting page-turner novel with plot twists throughout!

Sometimes (as discussed here (Wilson, 2011)) a person can't always have a reason for enjoying something, sometimes it may just fit into their personally or they have just gotten into the routine of doing it, even if they know that they shouldn't (like eating junk food, we all know it's bad for us, but many people love eating it regardless because the gratification comes from the good taste). Whatever media a viewer is consuming, these things aren't always taken directly to heart by the user, instead I believe people analyse and question the media they're viewing to develop their own opinions and interpretations, and this theory sees what each individual person thinks. That statement is something I feel I especially do when critically analysing media to form my own basis of opinion, as evidenced by the coverage of games in my gameplay journal when playing a range of digital and physical games.


Reception Theories:

This is the final theory I'll talk about in this post, and reception theories relate to exactly how different people play games, as well as what they can take away from it. A reception theory is especially useful for conveying hidden messages that are constantly reinforced throughout a game's story, and also brought up, either abruptly or subtly, through character dialogue. As discussed by (alexbentley17, 2013) there are three 'main' reception theories that are used in games, and they apply directly to the way different people take in a message. These are dominant, negotiated and oppositional. I will cover all three of them now, along with my thoughts and opinions on that theory.

First is dominant, this is the meaning that the audience is intended to think about from the text they have just consumed. Such as a games advert intending to encourage feelings of interest and excitement, so the consumer is impressed by the product so much that they want to buy it for themselves, and they will be constantly frustrated until they can buy themselves a copy of the game. This is different to the hypodermic needle model where, even though it’s intended that the people who consume the text are supposed to feel a certain way, they don’t necessarily have to feel it. The text is only pushed towards that type of emotion. For example, the Professor Layton games are designed to make the player wonder in mystery about the story ahead and care deeply about the main characters, however all the other characters are unique and quirky enough to have their own likeable traits too. Such as having distinct facial features or personalities, however a lot can be quite rude to the main characters, possibly putting the player off them (some characters shown below).

Professor Layton characters (Langdon, 2016)

Next is negotiated, this theory suggests that both the audience and the text come together to create the meaning of an individual media piece. This means that the text can imply and hint at you to do something, however the consumer can use to do something else if they wish. For example, some video games like Grand Theft Auto are violent and contain many mature themes, however the player themselves are not completely obliged to do these tasks within the game as they could be evil and destructive, but they instead can choose to play a neutral role without doing anything inherently ‘wrong’. Some other games like Animal Crossing: New Leaf, a life simulation game where you're the mayor of a village, encourage you as the player to own a beautiful town as the mayor to look after and nurture. Although the game doesn't ever imply or encourage it, as the user you can choose instead to wreck and destroy your town while harassing and upsetting your neighbours, this theory helps imply that the player also affects a game's intention, as the game can explain everything as much as it likes, in the end the player is the one who has to follow through with those rules and regulations.

Animal Crossing (Giantbomb, 2013)

Finally there is oppositional, this theory believes that a piece of media can have a target audience. However, the theory also implies that the media is designed so that people outside of that audience, even people who are completely opposite to what it was designed for, can respect and acknowledge the reading with some even having their own alternate message that only those from outside the main demographic can understand. A good example of this would be the adult male fans of ‘My Little Pony’, this TV show is designed for young children usually who are usually female due to the bright pink colours and characters, however it has gained ironic popularity with late teen and adult males who strangely find hidden values and messages inside of it that the primarily young target audience miss. Likewise in games, the Pokemon series has always had a primary target audience of children throughout the years it has been around, but because so many people that once grew up with the franchise are adults now, many people still play it for the nostalgic value it provides and as a hallmark of entertainment for how the series has grown and developed over the years with new species of Pokemon, places and game mechanics.

A great example of a game which uses reception theories well is the RPG Undertale. Where as briefly mentioned in my visual-style blog post, has a constant theme of player choice and consequences for your actions. Since it's an RPG with a battle system where you can either kill enemies for exp, or befriend them with witty/clever dialogue to let them go unharmed for... no reward at all. The game really questions why players make either good or bad decisions, and enforces a general tone of empathy on the player as they try to defy every pre-established RPG mechanic (like battling, collecting weapons, grinding enemies for exp, etc), to feel like a better person as they either play through the whole thing not killing anyone, or brutally slay every monster in their path. Because of this the reception theory applies very strongly to this game, and every single person who plays through Undertale may have a completely different experience, and thus 'receive' something more relevant to who that person is personally and relatable to their actions.


Sunday, 24 January 2016

The Work of Two Games Designers

I will be discussing and evaluating the work of two games designers in this blog post.

First is a man called Shigeru Miyamoto, a famous Japanese video game designer who works for Nintendo. He has contributed greatly to the games industry, and produced various iconic video game intellectual properties, such as Super Mario, Pikmin, Nintendogs, F-Zero and The Legend of Zelda. As discussed by (NPR, 2015), he has created some of the most famous video game characters ever made and characters link Mario and Link are pop-cultural icons who have been widely recognisable for decades. He also helped revolutionise the games industry with the NES release of Super Mario Bros. With the decline of video games from 1978 onwards (evaluated by (Den of Geek, 2013)), around that time there were a huge surge of poor-quality games being shoved into the market for quick and easy money, and the novelty of video games had long since worn off by then. People eventually failed to see the appeal of these bad games, and demand sunk to drastically low levels.

This video game crash continued until September 1985, when the NES launched bundled with high-quality titles developed by Miyamoto, like the big hitting 'Super Mario Bros', which took inspiration from previous platforms like Donkey Kong and Bubble Bobble, while expanding upon the foundations these games set by refining the gameplay mechanics and introducing new concepts of its own (like the Mushroom and Fire Flower power-ups). This game was one of the first side scrolling platformers in existence that was the best-selling exclusive game for nearly thirty years longer (until he beat his own sales record with Wii Sports at the start of the Wii's lifetime). Each level in the game was drawn individually by hand and designed to teach the player by doing, not telling (Nintendo, 2015) using clever placement of blocks and enemies which forced the player to avoid or collect them. Sales turned around at that time and started to quickly increase again, as the NES was marketed as an 'entertainment system', not a games console. This helped ditch the bad reputation games were getting after the video game crash previously, and a re-brand was a  tactical decision by Miyamoto.

Miyamoto has also been behind some of the best selling games ever made. From a list posted by (Pooley, 2015), games like Nintendogs, Mario Kart Wii, Super Mario Bros, Wii Sports, New Super Mario Bros Wii and Mario Kart DS. And each of those games sold millions of copies, due to their widespread appeal and understandable mechanics. So to summarise: Miyamoto has just pushed innovation forward through so many games so many times, from introducing the first independently controlled camera ever in a video game with Super Mario 64, to introducing video games to the masses wireless motion sensors with Wii Sports, the industry today just wouldn't be in the place it is now without him and his ideas. Many of these games have set the standard for base gameplay mechanics even years later which many games still use, so for example, if any game released today has a camera which can be moved and rotated independently to the player character's movements (with many examples, Like Guild Wars 2 and the Dragon Quest series), then that game has something to owe to Super Mario 64, for being the first game to introduce such a concept and use such a clever technique to introduce it to the masses. This was done in an incredibly interesting way, since the game's camera is quite literally shown to be a flying turtle acting as the 'cameraman' in the game, who follows Mario around his adventure filming him. This is a genius way to introduce a new concept of a camera in a game to a new audience, by comparing it to something they're already used to understanding (in this case, the production of films and television).

Shigeru Miyamoto (Vincent, 2014)
The next games designer I will be evaluating is Markus Perrson, a man who's very different to Miyamoto on multiple levels. He has big range of skills that allow him to be very flexible with his work, as posted by (H Battjes, 2011), his knowledge spans from art, web development, programming, games design etc. A big difference between him and Miyamoto is that since the start of his career he only worked for himself (and founded his own company later), and his one game: Minecraft, a simple sandbox game about building whatever you want, is now one of the best selling games of all time as a one-off standalone title (whereas all of Miyamoto's most successful work is in a game series like Mario Kart and Super Mario Bros, and none of which have been as open as Minecraft is). In fact, Minecraft's adventuring and combat element was actually inspired by Miyamoto's Legend of Zelda series, as in Minecraft, like Zelda, the player explores dungeons, collects items and fights monsters with a sword. The game didn't just copy formulas from Zelda though, it expanded on them and innovated in its own right. Introducing customisation as a key element to the gameplay with many more possible types of weapons (like axes and pickaxes), which can also be crafted out of various materials like stone, iron and gold. Compared to Zelda games only really having one or two swords throughout the whole game as the main point of combat, it's a solid improvement.

The game Minecraft all began when Perrson, who was a simple forum user nicknamed 'Notch', posted a very early prototype of his game idea onto an indie games development forum in 2009 (as posted here on this very thread (Notch, 2009)). The game quickly took off, and as the constant updates and improvements were released as it transcended through an alpha, beta and then final release phase, it continued to sell well until this day, where as posted by games journalist (Sarkar, 2015) it currently has sold a staggering 70 million copies worldwide as of June 2015. It continues to receive updates to this day as it's continuously improved with a strong flow of new content, it's shocking to think 7 years ago it was a prototype developed by one Swedish man as a hobby which is now a cultural phenomenon.

Minecraft had an enormous effect on the games industry once it went multiplatform, it was originally coded in Java as a PC-exclusive release. But afterwards Perrson and his small team began gradually rewriting the code from Java to C++ and releasing them one-by-one to almost every current and last gen console, as well as mobile iOS and Android devices. The game really took off helped spark the imagination of everyone from children to adults since they could create whatever they desired through the limitations of the game. As of 2016 Minecraft, originally a simple sandbox game that involved placing and destroying blocks. is even being used in schools to teach education like Maths, History and Science to children (Peterson, 2014), since the popularity of the game and accessible nature is perfect to keeping children engaged, and it having multiplayer helps encourage teamwork too. As published by (Peterson, 2014). Markus Perrson unfortunately sold off the rights for his game Minecraft to Microsoft (one of Nintendo's, and thus Miyamoto's, direct competitors), for over a staggering 2.5 billion US dollars, and Microsoft have started doing other things with the brand like selling a wealth of merchandise and also developed a separate narrative-driven game titled 'Minecraft: Story Mode'.

Through Perrson's success he's even bought himself a 70 million US dollar mansion to live in (Ohlheiser, 2014) and started development on some other game projects with that money like Breaking the Tower and Minicraft (which admittedly never sold as well as Minecraft or Miyamoto's constant spring of ideas did). And he continues to visit conventions to greet fans and share his knowledge to them to help create other innovating game developers. Minecraft has inspired various other games from its inception in 2009, which such a variety of games many of which being cheap mobile mobile games or even more fleshed out console titles, which usually take the established Minecraft formula and put their own spin onto it (like Dragon Quest Builders making it into more of a turn-based RPG or Lego Dimensions adding tonnes of famous and iconic characters across popular-culture), At this point a sandbox game when you pick up and place objects has almost become its own genre thanks to Minecraft, as its creative influence has spread throughout almost every gaming platform out there. In the end though it's undeniable that both he and Miyamoto both had a huge impact on the games industry in their own ways, and it's individuals like these who will continue to push the industry forward into the future with their springs of innovation and creative mindsets.

Markus Perrson (H Battjes, 2011)

Interaction Models

There are various types of interaction models, each with a different purpose. I will cover them one-by-one and evaluate their purpose. To begin, a quoted summary of an interaction model from an institute: "interactivity can be viewed as a function of input required by the learner while responding to the computer, the analysis of those responses by the computer and the nature of the action by the computer" (Sims, 1995). This essentially means that an interaction model is a method that registers how somebody interacts with a game. And as talked about by (Queen, 2006), its various parts can also be applied to games design. Games can be built around the input method a player will use to control a game, and take advantage of the hardware they recommend. So for example shooter games can take advantage of the precision of a mouse on a desk where every split-second reaction counts, whereas platformer games control much more fluidly using a gamepad gripped in a player's hands instead of awkwardly pressing keys on a huge keyboard. At the end of the day, a player needs to be able to interact with a game to even play it, and various control methods in a game affect its interaction model.

Here are a few types of interaction models which depend on the genre of game being played:

Avatar based- These are games which involve playing as an in-game character, which respond to your directions and commands (ranging from movement, jumping, using items, etc). There are numerous games out there which use controlling characters as an input method in various genres, from the 3d platformer Super Mario 64, to the RPG Undertale. The camera the player views the world from is usually viewed in either a first person, third person or isometric perspective when playing an avatar base game. This is because those three camera variations give the best angle to view a game from and get immersed in the action, all the while still being able to control their viewpoint and character at the same time with ease. Some games have movement and camera control mapped to the same buttons like the Legend of Zelda: Majora's Mask, but others separate both of those features out into different inputs, such as Pikmin 3 with the two functions being dedicated to two different sticks on the controller. The given standard for controlling a camera in most games is to either tilt the right stick on a controller or mouse the mouse around, so it's best for a game to stick to these standard conventions to avoid confusing the player as much a possible.

Contestant- This interaction model works well within a quiz-based, choice-devoted or RPG system in a game. It involves the player answering questions through either dialogue boxes with text on the screen or pressing a certain button. A contestant type of input allows the player freedom of choice, and helps make a game feel more personal to them. A contestant input can even be implemented into an avatar-based game, such as Yoshi's Woolly World, where you have to solve puzzles and decide how to approach each task using your own knowledge and intuition. Contestant inputs work well with either a static camera (viewing the scene from a fixed point, like a general quiz show with the whole set on view), or a dynamic camera (zooming in on certain characters or objects to get a close-up look at the action.

Desktop- This input method is usually used for selection menus that hold a range of choices. They work in a very similar way to the desktop of a Windows, Mac or Linux PC giving the user freedom of choice. They are normally present as the game's main menu to select various options (such as start, continue, load, options, quit, etc), as well as a pause menu which works as a smaller main menu (but contains similar functionality like also having continue, options and quit buttons). However various dialogue windows/ selection boxes/ inventories can function very similarly to a desktop, as your organise your acquired in-game items with endogenous value for later use. Navigation of a desktop can depend on the platform, but commonly the inputs on each device are move the mouse/ left click to select on a PC, left stick to move/ button to selection on a console, and the player's hands on a mobile device.

Multipresent- This input method is included into games which allow the player to interact with more than one object at any given time. The multipresent interaction model is very useful for making the player multitask or juggle certain actions, as it requires them to think on their feet and manage a large selection of options and choices at any given moment. Games in the real-time strategy and tower-defence genres, like Plants vs Zombies, dedicate themselves to giving the player the choice to build and regulate all of their defences at once, and they can adjust the difficulty of various attacking enemies to be much harder later on, since it's harder to make good choices and proceed to victory when there are so many options in so little time. Multitasking isn't our strong point in basic human nature, as researched about by (Chow, 2013), and multipresent games take advantage of that to give the thrill of there always being something to do with very little downtime.

Party based- Lastly I will talk about the party based interaction model, which as the name implies requires more than one in-game character or actual player to function as intended. It basically requires there to be more than one in-game avatar working together towards a goal, and isn't just a solo adventure. This is a system that works especially well for turn-based RPGs (like Dragon Quest and Pokemon, for managing your team as you fight opponents together with multiple characters that you control at once) and cooperative multiplayer games (such as Team Fortress 2 and Plants vs Zombies: Garden Warfare, two online shooters where a different person controls each character on the map, as you team up to win against the opposing team). Party games require cooperating and strategy to win, as usually each character will bring something new and have an individual skill (such as different Pokemon having different types and strengths).

Saturday, 23 January 2016

Endogenous Value

The Endogenous Value in a game is a rather major element that's incorporated into a video game's core design. The Endogenous Value can be applied to a game's economy, with the various in-game coins and collectable goodies you find throughout your journey which serve a purpose as the player progresses. As posted by (Sala b, 2011), it essentially a term that refers to items which have their own value inside the game, but are usually meaningless outside of it. Adding value to in-game items and objects can help keep the player invested, as it give the game more of a purpose and play to keep them coming back. Likewise the Endogenous Value of a game can directly correlate with the game's target audience, as the demographic that plays a game will want to have features that appeal to them (and in this case, having a currency in your game that can be spent on new gear for your character, that's realistically designed to appeal to young men).

An Endogenous Value can also be applied to other areas of a game, for example it can be used for game balancing and adjusting a game's difficulty curve as it progresses. Since the player can level up, earn experience points, get better items, etc depending on the game, their character is naturally going to get stronger over time with a larger skillset at their disposal, and also be much more capable at the end of a game compared to when they first started. That's why a good application of Endogenous Value, like in the Legend of Zelda series, is key to keeping the player invested. As the gradual improvement and accumulation of collectables of abilities means in Zelda future enemies and bosses can also get tougher alongside you throughout your journey to accommodate for your new-found powers, and to also just keep it from getting either too boring or frustrating to play. Since a really easy game with every enemy instantly dying after a hit would be far too easy, likewise if you never got stronger the challenging baddies would just be too much to handle. That's why the Endogenous Value goes hand-in-hand with both the Layered Rewards System and Flow Channels as previously talked about, since they're all pieces that fit together to function in order to make a game good with its various complex systems.

To end, here's a quote to summarise the definition of an Endogenous Value:
"Endogenous is a biology term meaning "caused by factors inside the system". Applied to game design, this means that things that have value in the game only have value in the game. For example, monopoly money has no value outside of the monopoly game(Lemon, 2011)

Thursday, 21 January 2016

The Flow Channel

The 'flow channel' is an element commonly used in games design, and as explained by (Sala, 2013). This concept can be used to keep the player engaged in a game and keeps them playing, as it's a system a game can use throughout it to keep the player just at the right level of engagement, without them getting bored and wandering off. You want to have just the right level when making a game as you keep a steady balance with the player's emotional state. To keep this in mind when making a game, you don't want to include long patches of time with the character running forward doing nothing, as that's just boring to play. Likewise, if you have constant action happening on-screen with endless enemies and action, that can also get a bit strenuous to play and the player may just give up to take a break. It's a level designer's job to keep a balance in the game and ensure an equilibrium between the two sides is met, peaking at just the amount of intense action and peace to keep the player the happiest, this can be referred to as a 'flow channel wave'. 

As talked about by (Sala a, 2011), on a separate site to the previous source, anxiety comes into play for a gamer and.it's a developer's job to ensure that they don't go overboard with things that may unnerve the player (unless your game's aimed at a niche market with that exact intent). This is especially true when playing a horror game that's designed to be suspenseful to keep you on edge, some people enjoy it but others don't. If a player becomes both bored of the gameplay and anxious at the same time, then they will get incredibly frustrated instead, at that point the flow channel suggests they will stop playing the game and never touch it again. A game like 'Five Nights at Freddy's' is a good example of a game which usually makes the player just too frustrated to play it. As it essentially involves your waiting in a small room, completely immobile, hoping you don't get jumpscared/killed before the time limit expires or else you'll have to start all over again. A horror game that has a good level of anxiety however is Amnesia, considering it tasks the player with exploring and solving physics based puzzles, but there are a few enemies scattered around which cannot be killed and must be avoid. The fact that enemies are so scarce actually frightens the player more, as it means you don't get used to them constantly arriving, and when they do you must frantically find a way to escape without getting killed. The game really makes the most of the tension before you encounter an enemy, and that's what gives it such a balanced flow channel: causing you to spend more time being scared of an enemy than actually encountering one.

Here's a graph sourced from (Cone, 2013), which agrees with the previous source on balancing the player's emotions to prevent frustration, and this chart shows a good balance between anxiety and boredom using different challenges that require varying amounts of player skill. It is recommended you include an amount similar to this graph in a game as it plays along, allowing it to be enjoyed without stressing the player too much and while also including a good level of endogenous value:
The wiggly line inside the white borders represents the player's emotional state as they play through a game and its difficulty  curve ramps up, and if it strays either too far up or down, they'll end up either too anxious or bored of your game and will likely not want to play it anymore.

Visual Style in Games Design

Visual styles are essentially the appearance a game itself takes, and how it's designed to looked and feel to the player to represent a certain mood. As researched by (Jahmel Coleman, 2012), a game's artstyle can be wildly different depending on what it's trying to convey, ranging from photorealism where everything is designed to look as close to real-life as possible to immerse the player in the game's world, to pixel-art with everything being very stylised as a throwback to the days of the NES, to induce nostalgia into the player. There are various styles between, like cell-shading that uses bright, blocked-in colour to have a more 'kid friendly' appeal and even black-and-white artistic games, where perhaps a horror game wants to use washed out colours to induce fear into the player.. 

However, regarding sprite-based pixel artwork, even though it may seem archaic and dated, pixel-art became very popular throughout the years and has influenced many modern classics like Shovel Knight and Undertale, two popular pixel-art games that have been released in the last year, but play incredibly differently to each other. These games use pixel-art visuals, even though they're released on powerful modern hardware, due to their innovative gameplay designs and to provoke a nostalgic response in the player, and they've both been successful even with these artstyles. Firstly, even though these games both share a similar 8-bit visual style, they both play completely differently when it comes to their mechanics. Shovel Knight is a 2d puzzle-platformer that is inspired by older games like Castlevania and Super Mario Bros, whereas Undertale is a turn-based RPG where you don't have to kill anybody, that resembles games like Earthbound and Dragon Quest. Even though these games are visually similar, their gameplay is so far apart that it's incredibly easy to tell them apart from a simple glance. Here is a comparison between the two below:

Shovel Knight (Yachtclubgames, 2015)


Undertale (Mackey, 2015)
Visual style doesn't always solidify a game into being good though, and it's possible for two games to be mechanically very similar with the same core gameplay, but still look drastically different to each other. Two games in particular are Super Mario 64 and A Hat In Time, both games are 3d platformers that involve running, jumping and collecting a variety of collectables. Both games offer very similar mechanics and feel similar to play, and since Super Mario 64 came out 20 years before A Hat In Time did, the graphical style is bound to be very different. Mario's visuals use many lower poly models and low quality textures due to the graphical limitations of the Nintendo 64, which is a style that was great for the time, but hasn't aged very well at all. Whereas A Hat In Time due to being a PC release, has a lot of fancy visuals like strong bloom lighting, cartoony special effects and an incredibly high draw distance means that there's much more eye-candy to look at. To conclude this, even though these two games play very similarly, A Hat In Time can be considered a better experience by today's stadards simply because it's not as grating to look at, proving visual style can make a very big difference towards a player's response to your game. Here are two images comparing both game's looks below:

Super Mario 64. (Dane P, 2015)


A Hat in Time. (Hatintime, 2016)



Discussion of Legend of Zelda:

This series is a great example of visual style in video games, as the artstyle is inconsistent and different between games in the franchise, but they still retain similar base mechanics throughout the series (solving puzzles and killing enemies). The original games that started the series had a 2d perspective from above, and had a pixelated visual style due to the graphical limitations of the NES and SNES, and they couldn't do much more with it so they made the most of what they had. They also took a few design choices to bypass these system limitations to the best of their abilities, as researched from (Miller, 2015). For one, the original Legend of Zelda was designed to be a semi-open world game that let the player learn from doing and exploring for themselves, which was huge for the time. The player can wander around the fairly large tile-based world wherever they liked, discovering secrets and completing puzzles/ fighting bosses in any order they like to progress through the game and unlock extra goodies. However the designers didn't want to just throw in the player with no explanation of what to do, which is why the start outside of an enticing cave that immediately contains a sword when they enter, to teach them to fight their way forward and defeat enemies with minimal text involved.
http://199.101.98.242/media/images/56074-Legend_of_Zelda,_The_(USA)-7.jpg
The original 8-bit Zelda game. (Emuparadise, 2016)
The Zelda series has continued to evolve since then with the release of the Nintendo 64, where Ocarina of Time and Majora's Mask were the first 3d Zelda games showing a 3rd-person perspective, but they still had the colourful visuals that the previous 2d games had with various gameplay enhancements like a lock-on system and new items. It didn't stop there though, the series continued to evolve from there.Wind Waker on the GameCube for example has a very cartoony and cell-shaded appearance, whereas Twilight Princess goes for a more realistic and gritty look. The downside to the realistic appearance is that both games are on the GameCube, and the art direction of Twilight Princess hasn't aged very well at all over ten years later, as modern games continue to push forwards graphically. Wind Waker on the other hand was released before Twilight Princess and has aged very well, since the stylised block-colours and cell-shading has let the game's graphics stand the test of time, which still hold up today.

Here's a comparison between both games below, showing how they're so shockingly different in appearance and visual design, yet they're games of the same series on the same console that have the same core gameplay and controls. It's evidence that goes to show your game's art direction can make a much larger difference to a player's experience than you'd initially think. For example looking at bright and colourful characters can detract from more sad and emotional segments of a game's story and narrative, however this works both ways, with a cartoony game being able to include many more charming and comedic elements with its cute characters compared to a realistic one which can also make for a very memorable experience.

Twilight Princess (Nintendo of Europe GmbH, 2006)
Wind Waker (Campuzano, 2013)
The Legend of Zelda series also contains a 'layered rewards system', as explained by (Sala, 2013). With this system you can create tiered rewards to give the player a constant state of progression and continual things to look forward to as they play through the game, and this adds enough balanced variety to give the player lots of options to make their own decisions, but never make one collectable so strong and overpowered to the point where it makes every other item redundant. A layered rewards system can appeal to both casual and hardcore players, and to appeal to such a large demographic normally there are main overall tasks and objectives (like reach the end of a level or beat a boss), but to add a fair amount of longevity to a game it can include various other optional missions for a more dedicated fan to enjoy. This can range from finding a variety of hidden collectables for a reward, to killing a certain amount of enemies, which ends up with a system that contains many more deceptively hidden 'layers' to the game's overall purpose than you'd initially expect.

So for example, an item you can acquire in Ocarina of Time is the 'hookshot', which lets you grapple onto distant objects you could never reach before, and you can return to previous areas to find new secrets after obtaining it. Later on in the game after getting used to the hookshot you can find the 'longshot', which replaces the hookshot as a direct upgrade and lets you reach even further distances and hit enemies harder than the previous item, meaning you can go back again to older places and find even more items. Some of these items off the beaten path that you find after exploring can be useful, but aren't ever needed to beat the game, like 'farore's wind'. A hidden item that lets you create a checkpoint anywhere in a dungeon to teleport back to. It's handy to have, but not the end of the world if a player misses it and never finds its location, which makes it rewarding for the player to play as much of the game as they can, and lets them enjoy it more afterwards.

Collecting the secret Farore's Wind in Ocarina of Time. (Zeldainformer, 2016)

Thursday, 14 January 2016

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