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Let’s talk about: Player-Driven Context; Final Fantasy XV, That Dragon, Cancer and How a player connects to a game

Final Fantasy XV is an interesting game. The first 80% of the game feels endless. You get in the car, Noctis and friends, trying to help Noctis find himself, his purpose and his responsibilities. You take detours exploring caves, hunting for the next big fish, camp under the stars and wish you would find the next town soon so you can get a decent shower. During it all, there’s friendly ribbing, putting each other down as a display of how close you all are, egos blow up or real life seeps in and full out arguments escalate until the cold front  sweeps through the group hindering all conversation but you know that they mean well because the argument only grew from a place of worry, respect and friendship rather than ill will. But everyone works through the bad feelings and it only helps to strengthen their bond in the end. Then the last 20% of the game happens, real life becomes too important and that friendship isn’t enough to stop life from happening causing the inevitable distance between you and your friends to grow.

ffxv

Final Fantasy XV is interesting because it made me long for the times when I could just spend the days with my friends not worrying about the distant future and just live in the moment with them. Only having to worry about our next meal or plan our next outing together is a distant memory from the abruptness of real life. But then again, I’m only thinking like this because of where I am in life while I’m playing the game. I’m already past that part of my life where I’ve had the time to waste with my friends where we only spent time building bonds with one another before life got in the way. I’ve brought my own experiences from life and had it color my experience of FFXV, by relating to the motifs of friendship and reminiscing between the banter that only friends that know each other well and are completely comfortable with shitting on each other can do. If this was my first Final Fantasy playing FFXV before having these experiences of bonding with my friends I can see the next generation idolizing the idea of grabbing your closest friends, going on a trip and making an adventure out of it as a means of entertainment and building bonds.

This raises the question: When is the right time to play a game?

More after the break

Continue reading “Let’s talk about: Player-Driven Context; Final Fantasy XV, That Dragon, Cancer and How a player connects to a game”

Bias in Gaming: Music as a Frame for Changing Behavior

Music is…

Music is a mood enhancer. The soundtrack to your life, to your experiences current and past. Music highlights the drama in your life, the carefree moments with friends, the intensity of a shootout in a movie or game. Music and sound build off of what we already feel and amplifies it when done correctly to saturate our senses in the mood of the moment.

But music and sound are largely background effects, unnoticed when done correctly and disruptive when done poorly. When done poorly, e.g. there is a large disconnect between the music and actions, there is a large contrast between what the scene is telling us to feel and what the music says to feel. This dissonance affects our experience of the scene but does it also influence our behavior in the moment?

Though music is largely experienced in the background, haven’t you ever felt the accidental change in behavior when that music changes? Take a faster stride when the pace of the music picks up? Taking in your surroundings when the a slower more thoughtful song starts? Remembering an emotion or a moment when a somber or sad song gets played, swelling the wave of emotions from the calm that you once had?

music amp gameplay amp deicison

Don’t you find it peculiar that music can change how you’re acting? We’ll explore this and more below the break

Continue reading “Bias in Gaming: Music as a Frame for Changing Behavior”

Bias In Gaming – How Brand Trust is Built – Blizzard and Steam, yes. PoGo, no.

PoGo PoGo PoGo

The summer of Pokemon Go is almost completed and it still seems like many are still at it. Walk by a public park and you’ll still find people at all hours of the day with their head down at their phone flicking towards the top of the screen.

abra

Everybody who tried playing during the first few days knows how poorly made the game is, how clunky the UI and controls are, how fickle the servers can be, but we all still kept at it. Whenever Niantic announced that they were releasing the game to the next wave of countries, the community prepared itself for the outages that would ensue as Niantic worked to scale their for traffic and replicated databases to support the millions of new users.

Game launches rarely ever go well unless you’re used to them not going well and plan for contingencies accordingly, like Blizzard and the release of Overwatch which was only troublesome to login and had spotty connectivity issues for the first day or so. Even on Blizzard’s worst launch days, e.g. most World of Warcraft expansion releases, Diablo 3 etc…, they might get a couple bruises in the gaming press but the gaming community as a whole still views Blizzard as one of the best in the business when it comes to polish in a game and longevity in a multiplayer experience.

But why could a game like Pokemon Go get away with feeling like an alpha/beta public test? Forgoing obvious arguments of nostalgia and novelty, why could Pokemon Go gain this much traction for what was ultimately a broken game? How can we trust Niantic and Pokemon Go as a brand and how does a company like Valve and Blizzard keep their high pedigree of brand trust? We’ll talk about that below the break.

Continue reading “Bias In Gaming – How Brand Trust is Built – Blizzard and Steam, yes. PoGo, no.”

Bias in Gaming – Complexity and Toxic Communities – A Small Case Study from League of Legends and Overwatch

Is it just me or is it getting harder and harder to devote time into games that are seemingly more and more complex?

Complexity in many games might not be apparent at first, but some have a surprising depth to them that can make it intimidating to get your hands on, especially after watching people who’ve mastered the game, understand all of the intricacies and nuances of the complexities at play.

League of Legends is the prime example of a game with an astounding amount of depth making it entertaining to watch experts strategize around the depth within the game, but extremely intimidating to pick up and exhausting to keep playing as those strategies evolve, change completely or go extinct like the failed traits of an evolutionary tree because some new apex predator was created leaving a wake or genetic devastation.

Keeping up with the strategies is one troublesome aspect of League of Legends, but what’s worse is being berated by the community for not keeping up with those strategies when you’re trying to be a casual player or a semi-skilled player but one who doesn’t devote more than an hour or so per day to gaming, or by making one bad play causing everyone to criticize you more harshly for the rest of the game. Doesn’t sound like a good time, does it?

Then a game like Overwatch comes along, lightening the load of complexity, less resources to manage, less strategy to manage and making it feel all the more accessible, inviting spectators and players alike much like the early days of League of Legends. A game that’s still new (as of writing this) with a metagame that’s not completely defined yet and a community which doesn’t judge everyone so harshly for one or two bad plays.

Why is it that Overwatch and League of Legends has such differing community behavior, one toxic to all new-comers, casual players and nonprofessionals while the other is currently inviting to the same crowd? Well, that’s probably a bias worth looking into.

Continue reading “Bias in Gaming – Complexity and Toxic Communities – A Small Case Study from League of Legends and Overwatch”

Bias In Gaming: How Our Preferences for Games Change, Assortative Mating and Coping Mechanisms

Bias In Gaming: How Our Preferences for Games Change, Assortative Mating and Coping MechanismsGrowing up is weird.

I remember sitting down in front of the TV, finishing a king-size bag of Doritos; watching Rugrats, Doug and Rocko’s Modern Life from sunup to sundown; occasionally popping open a Sprite; and having a great time being entertained by each episode that I’d probably seen a dozen or so times.
rocko-eat-lose

Fast-forward to today, I’d still have a good time watching those same shows, given both nostalgia and the amount of depth the early iterations of those shows contained, but I’d probably feel like getting up and doing something else after the first few hours. I also feel sick just thinking about finishing that king-size bag of chips and I now hate the taste of Sprite.

rocko-doggy

Even for games, we immerse ourself with one type of game, exploring all variations of the genre until we get sick of all of the tropes in each or find that they don’t feel fresh, new or exciting anymore. This is when you move onto something else.

I guess the point is, our tastes change. They change because we relate to more things, different things. We experience more, so we empathize. We’ve tried different foods, seen different movies, talked to different people from different backgrounds and understand more and more that everyone has had a different set of experiences than us and some of those experiences can help shape how we explore new ventures.

Continue reading “Bias In Gaming: How Our Preferences for Games Change, Assortative Mating and Coping Mechanisms”

Bias in Gaming – Coop Fights and the Not-Invented Here

Problem solving can be difficult. You sit there, consuming yourself with a problem, viewing it from as many angles as possible to come up with what you think is a masterful solution, something to be marveled. Sometimes the solution comes quickly and intuitively, but sometimes you sit there for hours trying to make connections from phantom memories that you only partially remember. Even if it were intuitive, it might not be easy to implement. Your solution might mean spending hours doing the a simple task repetitively because your easy to think-up solution requires the most effort, ala the brute force method – minimal thought but maximal energy to complete. With a bit of preplanning, you might’ve been able to think up not so easy solution but requiring far less work to implement.

Whatever solution you come up with, best or not, you try it because it was what you thought was best at the time.

What about if it were you and few others trying to solve the same problem at once? Working collaboratively on a group project for school, or a presentation that goes up in-front of a lot of very important people. If this were Factorio, then you and you group only have a limited amount of space and resources at any given time and many different approaches to making the next great automated machine to generate more Science, collect coal, and protect your area.

factorio

You all probably won’t have the same solution as one-another, but how do you know which solution to use? If this was, say, a math problem then there might be an empirically determined way to distinguish who’s solution works best. Or given the fact that someone’s solution works, then we don’t have to dig deeper to see whose solution works better, as long as they both produce the correct answer. If this were a business design problem, on the other hand, we have a lot of unknowns to worry about. User-retention, market penetration, year-over-year growth, revenue growth, etc… The grayness of whose solution would work best makes it hard to pick which solution to move forward with.

Whose solution do you support the most?

Substitute all that I said about business design and math with gaming and the problem still stands. If you and your friends are trying to come up with a solution to a boss or a dungeon, all solutions sounding equal, whose solution do you try first? Whose plans for what to do with your hard-earned resources and limited space would you focus on? Should we focus on Defenses, Offenses or Infrastructure right now? How do you think you’re group would settle on an idea?

If you’ve ever worked in a group, you know that if someone proposes an idea, they aren’t likely to backdown until they try their solution or until the problem is solved. Whichever comes first. Once you put up a solution, you’ve invested a bit of your ego into the fight and now have a small chip in the fight to prove that your solution works. Your solution may need a few tweaks but the core of your solution works, or so you want to believe.

It’s that overwhelming belief in the ideas that you come up with and its abilities to cloud the consideration of others ideas that we’ll be talking about in this article.

Continue reading “Bias in Gaming – Coop Fights and the Not-Invented Here”

Bias in Gaming: Predetermined Moral Choices, Empathy Gaps, and Victims

Playing a game like inFamous, Bioshock, Dragon Age, Star Wars: The Old Republic, or any game that has a morality system built into the game has been a bit strange for me. They build stories where you get to choose how your character’s life should play out, with dozens of opportunities to piss off the wrong people because they have punchable faces or act like skidmarks on your underwear where regardless of how clean you’ve been they still appear, moments that make you want to change sides because your emotions get in the way causing you to ally with a faction with a sympathetic background or because a character that you’ve grown fond of was killed by one’s hands.

But all of those opportunities are useless. Not because I’m so detached to the struggles that the characters in the story exhibit, nor because the storytelling did a crappy job of getting me attached to the characters within the story so actions against them wouldn’t cause some emotional reaction.

It’s because when the game started, I decided that this playthrough my player would be the Paragon, always choosing the morally “right” thing to do.

By picking a side and sticking to it, my actions are predetermined regardless of how bad the situation got to the characters in the game. No matter what kind of emotional response I would have because my favorite ship was getting tortured, chaos the villain was causing, betrayal that my best-friend would cause.

InFamous_Second_Son_Karmic_Moment_-_Hank

The emotional stress that any of this would cause me normally would be completely disintegrated because I knew that my actions were already predetermined. I would be the Predetermined Paragon for this run of the game.

But why does choosing this even matter? Does the canonical story assume that the player would be a Paragon of goodwill, ethics and morality pulling from an infinite pool of patience and persistence until they succeed? Perhaps.

A question as important: why does it cause such emotional stress in the first place?

More after the break.

Continue reading “Bias in Gaming: Predetermined Moral Choices, Empathy Gaps, and Victims”

Let’s Talk About: Superhot

Having the infinite power to survey and analyze while stuck with the limitations of the human body.

If you ever felt like The Flash needed a handicap, this would be the best one to give him. Given the power of high speed thought and processing, without the powers of high speed movement. How useful is being able to see the Matrix if you can’t manipulate yourself fast enough to dodge bullets.

Superhot is an experiment with these limitations.

The game opens up slowly, in the style of bringing intrigue and curiosity to the picture. A friend recommends you a game to try out, so you do. This is when you start learning your mechanics.

 

superhot - mechanics

When you move, time passes. When you don’t move, time stops.

Continue reading “Let’s Talk About: Superhot”

Whiteboarding It: Episode 1 with Shadi Muklashy and Invisigun Heroes

 

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Impressions of Invisigun Heroes

Kickstarter: Invisigun Heroes

Shadi’s Twitter: @shadiradio

My Twitter: @GIntrospection

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