Games Decisions



In this week's reading (I actually read the right one) we learn about the psychological process behind a player's reasoning for their actions in-game. 
We learn about learning curves in apps and games and how a simple app's learning curve compares to a complex one. In short, the simple app will have less features but will also be easier to use (an example could be MS Paint), whereas a more complex app will have a steeper learning curve but more features (like Adobe Photoshop). 
A game's learning curve steadily increases in bumps to give the player the best satisfaction. They learn to play the game better, upgrade their items, and along with that the difficulty steadily increases.

We also learned about the STARS atom (Skills, Tools & Actions, Rules, Stimulus).
1. Skills
What is the player able to do?
2. Tools & Action
What does the player actually do?
3. Rules
What happens in the game?
How does the game react to the player's actions?
4. Stimulus
Reward!
Urge to go on (e.g. dangling a "carrot" in front of the player)

We also talked about patterns. Patterns are important (things like menus, enemy types) because it helps the player familiarise themselves with the game.
Goals!
The player needs a goal, something to do, be it a "BBEG" or big bad evil guy or something less specific/less defined like building a house in Minecraft.

Image result for minecraft buildings

Comments

  1. Hi Pawel,

    I like how easy you made this reading to understand! Its simplified but gives enough detail to understand. I also like how you included links to items of interest to support your writing. I found it nice to read through and feel that I learnt some more about this topic from you.

    Keep it up!
    - Kay

    ReplyDelete

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