Category Archives: Game development

Posts in Game Development are about the theories and practices of professional game development today from a game designers perspective

Defining A Principle of Quality that works

Quality was what set the good craftsmen apart form the bad ones. It was why some brands became more revered than others. The illusive idea is why Apple sells so well, why some artists are better than others. But what the hell is quality? Does it change from artist to artist? Does it mean something different for cars than for software? No. I don’t think so. I think there’s a common feature for all types of good quality.

Using Cognitive Psychology to reveal quality

In academic circles scholars of cognitive psychology  have been debating and hacking the human perception for a very long time. One of my favorite tidbits of knowledge from my student days is that negatives are worth twice as much as positives. That means if I give you $100 and then take it back, you’ll feel as if you’ve lost more money than you felt you gained in at first. Put another way: if you spend $50 and earn $100 dollars you’ll feel you made about even. Losing something is negative, and is therefore twice as important to you perception.

This gives us valuable clue to Quality. Let’s see how far that can bring us.

If negative values, and negative experiences, create stronger reactions in users we should look at minimizing these as much as possible. If we get close to no negative values we’ll have a  really solid product experience regardless of the products positive values.

For example, if you create an app where every action gives clear feedback it will feel great. Even if the UX design isn’t all that great from the start.

Getting the values right

But wait, let’s back up a bit. What is a negative value? And what is a positive value? We’re talking about products here! What is a negative in a web app?

Happily, another branch of cognitive psychology has dealt with what value is. This is the theory: there is no “real” value. Only subjective, or perceived,  value. That is to say: water to a man dying of thirst has a lot of value, while water to a man at a cocktail bar in NY is worth very little. This sounds really basic right? But if all value is relative to experience that also means that we determine reasonable prices from prices around us. We distinguish beauty not by their own beauty but by how much less beautiful the other people around us are. Dan Ariely has some great examples of this in his book Predictably Irrational.

The good part starts 12 minutes in.

So all value is interpreted relative to similar experiences by each individual. How does that help us? That means every experience is valued compared to other, similar, experiences.

So?

Well if people experience negative values much stronger than positive ones, we need to focus harder on making our apps perform at least as well as other apps the users are using instead of trying to one-up our competitors. This will make out UX more positive than focusing on making the positive experiences better. Most Human Computer Interaction studies are actually based on this. They’re often studies to define how consistency works. And consistency is exactly what I’m talking about here. But not internal consistency, while that to is extremely important, but experience consistance for the user. No matter what that use might look like, spanning over machines, apps, platforms and use cases.

Summing up

A principle of quality, a rule of thumb that works for all products and services, is not making something really well. It’s minimizing the negative impact of shortcomings.

So how do we use this principle?

  • Don’t show the user experiences that aren’t finished. Release early release often as much as you want, but don’t release half baked.
  • Polish one feature instead of making two features.
  • Make sure other apps aren’t making your experience feel broken by creating an experience gap that will feel negative for example the pull-down-to-refresh UI of iPhone apps.
  • Look at the platform. Look at the most popular uses. Look at the environment it will be used in. Then try to be consistent.
  • Make your marketing consistant with your experience, or you might end up making your product feel worse than it is

The perfect example of not understanding quality is the Nokia N97, enjoy!

Another great example of achieving quality, not by adding features, but by managing your negatives is the iPhone and iPad operating system. Just compare these transition effects from iOS to the Android counter parts:


Elisabet Grétarsdóttir explains Gamification at SIME 2011

The last day at SIME, Sweden’s largest digital/web conference in Stockholm, a panel of guests took to the stage to have a panel discussion about gamification.

Gamification is the latest and greatest buzz word in a long line of hype from digital marketing companies. But gamification is different because unlike social media and the like the Gamification concept is loaned from the hugely profitable games industry.

At SIME this year the panel consisted of representatives from World of Horses Online, CCP games and an associate professor from the Stockholm School of Economics. The topic was gamification and was simply introduced as the concept of using mechanics and design from the games industry to market products and services in non entertainment industries.

Elisabet, from CCP games, really gave a show with clear and consice ideas about gamification.
She started off by describing the difference between intrinsic and extrinsic motivators.
An extrinsic motivator, which are mostly used in gamification today, are external rewards given to the player for achieving certain tasks. Such as points to shoot a bird accurately or a badge to check in at a location
An intrinsic motivator is an internal reward the player experiences because he/she achieves something in the context of the game. Internal rewards are feelings based on. Social recognition or completing a challenge.

One of her most memorable quotes was saying she’d like to Gamify the games industry by moving from extrinsic to intrinsic motivators.

Another one was a sharp critique to enforced seriousness while stating a point about humans being playful creatures:

why can we hug at a soccer game but not in the board room?

Elisabet also rocked the end of the panel by giving an example of how she would revolutionize boutique shopping by gamifying a H&M shop into a “minecraft retail experience” to, in her own words, “create a platform for creativity and self expression”.

The audience and the panel alike seemed almost shocked by the simple truths laid out by Elisabet on gamification. I bet that if she has any say, gamification will be less of a buzz word and more of a business strategy from now on.
One can only hope.

PS
I’m writing this on an iPad balanced on my knee while I’m eating so if this post is in shambles, please check back in an hour or so and I’ll try to polish the turd.

Update 1
Robin from the Stockholm School of Economics mailed me an update, apparently I got both her school and her title wrong.. Sorry Robin, keep up the great work!

Adding the Fun

I decided to start a new project that is closer to my heart than anything for the passed three years. A blog dedicated to explore gamification and game theory for products.

Originally meant to be a short book I decided doing the research and most of the writing as a blog might help the project along. Who knows, it might actually be better for it.

You’ll find it continuously updated over on Tumblr: Adding The Fun

How do you make time to play games?

Great news! Both Torchlight and Ratchet & Clank are both going coop!

Torchlight 2

A lot of games are opting for cooperative or immersive multiplayer modes to allow players to be more social and have even more fun with their products.

But there’s a problem. Sorry to be the grouch, but the first step of getting out of a trap is noticing it’s there.
Cooperative and multiplayer games are mostly synchronous. Which means you have to play them at the same time. In fact minimizing gameplay lag is on of the largest problems game developers have today.

But is that really a good thing?
It’s great for action. But it’s terrible for pick up and play gaming. Which is already the dominant form of play if we compare online games and casual platforms such as the Nintendo Wii, DS and the iPhone with more core audience devices such as the Playstation 3 and the Xbox 360.

The problem with multiplayer is the same as with loading times.
If we, as developers, are trying to convince our players to spent $60 and 20 hours to play our game, the game really needs to be fun and easy to get into. Loading times subtract from the experience, but not nearly enough as waiting for friends, not having friends or worst of all; having friends that all need to cash out $60 for the game. This kind of tribal synchronisation is very probably not that usual.

We need to open up to the fact that games are a part of life and start designing for finding new friends or, if possible, playing with friends asynchronously.

Terms for Interaction Design

To work effectively with other people we need terms that define abstract things so we don’t get stuck on them, such as Grok and User Interface.

Let’s define two more: Object and Model.

Any interaction consists of a one or more systems of thought. In cognitive psychology such systems (or representational models of the real world) are called cognitive models.

When we interact with something we use a lot of these models. But the term isn’t fleshed out enough for daily use in interaction design.

An Interaction Object is the entire interaction process with a thing or a process. Using a pair of scissors (holding them correctly, using them to cut and understanding in what way they cut) consists of many cognitive models but only one Interaction Object.
But every process or new function is a new object. A Swiss army knife has as many objects as it has tools.

A Interaction Model is one set of possible interaction methods. Much like the cognitive model a Interaction Model consists of only a single thought process about something. A pair of scissors can be held by the handles, one model. A pair of scissors has cutting surfaces that are sharp, another model. Etc etc.

Using these terms we can discuss interaction design for abstract products such as games and web apps with much greater efficiency.

Example 1: A menu on a web page is an Interaction Object. And if it has more than one or two Interaction Models you’re making it to complicated.

Example 2: A game avatar has several Interaction Objects. To be able to understand them they must have very few Interaction Models.

Example 3: Facebook has a lot of Interaction Objects, but most Objects only has a single Interaction Model. Does this make Facebook easy to use or harder to Grok?

Can you use these terms or are they still to complicated or undefined? Let me know what you think.

Strange news about Happiness

What is happiness to you? To me I’ve always defined it as reaching my goals, whatever they may be.

Turns out I’m wrong. Dead wrong apparently.  As Dan Gilbert explains in the video below happiness is comprised of a lot of synthetic happiness. And as Luis C.K. displays in the next video our many many choices leave us stranded in a place of chasing happiness that is really all around us. What we need to do is really enforce more restrictions on our own lives.

For games and products, this translates into restricting what they can do. Think about how strange that is, restricting what players / users can do will actually make the product more fun and usable. Not because it is, but because the choices will make that happiness more available.

LOVE pre-play impressions

Sitting here watching the love tech alpha on my 37″ LCD screen.

It’s just a flythrough of the world that loops over and over again, showing of scenes form the game and the engines dynamic day and night cycle.

It’s really different from other games. It’s astonishing that it’s made by one person. Really impressive, check it out if you’re on a PC.

Adaptive difficulty level

Difficulty in games is always a hard balance to find. Since a game is a continuous loop of events you want each iteration to be a little harder to keep engaging the player while being simple and enough to overcome with the training the player got from the previous iteration. Simply put, developers want difficulty to work for everyone and smoothly ramp upwards as the game progresses.

This pacing of difficulty is really hard. And today’s titles mostly do this by hand and play testing, which works great for many titles but becomes increasingly hard as games become more complex. One of my closest friend, a developer for one of Sweden’s largest game development companies, has told me that a few of their titles actually have a form of adaptive difficulty level, but in my opinion the system he explained was very crude.

This is my suggestion, bear in mind that it is purely theoretical and not based on any single product though I will use the shooter genre as my general example:

Stop using levels and number of enemies as difficulty setting. These elements affect the players emotional response to situations and should be used as tools to do that. Nothing else.

Instead, use adaptive AI to make the difficulty adapt to the players performance. This system can be susceptible to breaking if it’s not made to be imperceptible, which is a problem, but not near as big of a problem as pacing issues in current titles.

Take a shooter, make enemies miss ratio increase as players health diminishes, at the same time make enemies hits do less damage. Make sure however that these changes are small, I predict that changes larger then around 10% will be noticeable by players. Change things as much as needed, but strive to make it unnoticeable. Even 10% makes a huge difference. So far so good, this level of adaptability is surely used in titles already.

Next, monitor how often and how much damage a player takes, compare that to the kills or percentage of damage the player does (the percentage where 100% is a kill, this way HP won’t affect the statistic). Use this data to restrict or increase the difficulty decrease. If a player scores a lot of kills and takes a lot of damage but does not die the difficulty might be good. If the player doesn’t do any real damage however the difficulty is probably quite tough.

If monitored for the last 10 to 30 minutes of game time the numbers should give you a general performance for the player, in any situation and however good they get. And if a player tries to fool the system by playing badly it won’t affect the balance for very long, the player that does very low damage for a half an hour might take less damage for a few minutes but the player wont win anything by playing this way and therefore has incentive not to try to cheat the system.

Of course, this adaptive system would also need balancing: how fast should it react? what statistics should be most important? Should it keep track across game sessions?  But the point is you’d only have to balance this system once. It could then balance your entire game, from tutorial to boss fights without the developers needing to tweak levels. They could instead spend their time creating interesting situations.