The Player Demographic Models Playing: VVVV Watching: Californication Reading: Crónica do Pássaro de Corda, Haruki Murakami Listening: Tiamat, Testament Audience Models Why? How to measure the success of a game? A game is successful if it satisfies the needs of its (target) audience (players) Usually a Game does not target Everyone! Player Motivation Social Interaction Competition Knowledge Mastery Escapism Physical Sensations Models by Genre Common genres Action Adventure Driving Puzzle Role-play Simulation Sports Strategy Hardcore vs Casual Hardcore Familiar with game conventions Read about games (e.g. magazines, forums) Playing games as a life-style Adapt theirs life to the game Look for challenge Buy a lot of games Hardcore vs Casual Casual Unaware of game conventions Play few games Games must adapt to their life Play to relax and “kill time” Buy few games Hardcore vs Casual Hardcore Casual Literacy High Low Motivation Challenge Kill Time Quantity Many Few Hardcore vs Casual Results from this model Include different difficulty levels E.g.: Resident Evil (Capcom, 1996) Mountain Climbing Hiking EA Games Model Hardcore Gamer Cool Gamer Mass Market Casual Gamer Electronic Arts (GDC, 2003) EA Games Model Hardcore Gamer Read about games Play demos Rent games before buying Play many games (about 25 per year) EA Games Model Cool Gamer Have a friend who is “Hardcore Gamer” Are influenced by their “Hardcore Gamers” friends To play To buy Play games that are in the Top 10 EA Games Model Casual Gamers Know little about the world of games Their opinion is highly influenced by the mass media and the other two groups Play game in the Top 3 Are in higher numbers than the other two groups EA Games Model Results from this model Differentiates players from the way they know about a game Identifies an influence of the more literate gamers on the others To ignore this fact might be a big mistake E.g. Try to make a game only for casual players IHOBO Model Hardcore Gamer Testosterone Gamer Lifestyle Gamer Family Gamer Mass Market / Casual International HOBO, 2000-2003 IHOBO Model Hardcore Gamer Looking for challenge Favours games with high difficulty Tolerant to complex controls Have the role/power to “spread the word” IHOBO Model Testosterone Gamer Usually male May be hardcore or casual Gives high importance to competition Loves games with a lot of action Player vs Player Fight, driving, shooting Tolerates complex controls, but not as much as a “pure” hardcore gamer IHOBO Model Lifestyle Gamer Looking for fun Looking for new experiences Favours games with low difficulty Does not tolerate being stuck in the game Gives importance to the narrative Does not play “socially inacceptable” games Does not tolerate complex controls IHOBO Model Family Gamer Mostly parents that buy games for their children Play with their kids May play alone Looking for fun Give importance to the narrative Rather play games within their reality Needs simple controls IHOBO Model Results from this model Identifies an influence in the casual sector Identifies the influence that children have on their parents Emphasizes the importance of “hardcore gamers“ to spread the word Market Vectors Identify the influence between groups of users Find the path of the “desire to buy” in the audience Market Vectors Casual Players Friends Specialist Press Hardcore Player (male) Girlfriend or Wife (female) Family The Sims (Maxis, 2000) Mainstream Press Market Vectors Evangelist groups Specialist Press Mainstream Press Hardcore players Estimated 1 Million per market (USA, Europe and Japan) Market Vectors Target groups Testosterone 3 million estimated Current penetration 33% to 50% Lifestyle 10 million estimated Current penetration 10% (rare exceptions reach 50%) Familiar 30 million estimated Current penetration less than 5% Market Vectors Phases in market penetration I. Hardcore penetration II. Hardcore players evangelism III. Casual penetration IV. Casual players evangelism Market Vectors To achieve market penetration consider Gameplay vs Toyplay Complexity of controls Duration of a game session Play window Game replay value Audience Models These models are based on sales Do they reflect the real needs of players? 10 Millions Hardcore Testosterone Lifestyle Family 45 Millions Hearts, Clubs, Diamonds and Spades Players of MUDs (Bartle, 1996) Interact Manipulate Socializers Killers Explorers Achievers Players Environment Hearts, Clubs, Diamonds and Spades Socializers Killers Enjoy manipulating other players Explorers Enjoy learning about or communication with other players Enjoy interacting with the game world Achievers Enjoy manipulating the game world Hearts, Clubs, Diamonds and Spades Further findings 2 kinds of killers Griefers (sly) and Politicians (open) New dimension: Implicit/explicit action Players gradually change over time Killer -> Explorer -> Achiever -> Socializer Killer -> Socializer -> Killer -> Socializer Connection to the Hero’s Journey The Daedalus Project The psychology of MMORPG players Based on players surveys Nick Yee, since 2003 More than 35000 players http://www.nickyee.com/daedalus The Daedalus Project Sample findings (World of Warcraft) The Daedalus Project Sample findings (World of Warcraft) The Daedalus Project Sample findings (World of Warcraft) Break DGD1 Model Demographic Game Design 1 Developed by International Hobo Players model based on personality Myers-Briggs Build on Player surveys and interviews More than 400 participants Myers-Briggs Psychology model of personality Classifies individuals in 16 categories Based on 4 dichotomies Extraversion vs Introversion (E vs I) Sensing vs Intuition (S vs N) Thinking vs Feeling (T vs F) Judging vs Perceiving (J vs P) Myers-Briggs Extraversion vs Introversion (E vs I) Extraversion (50% of the population) Act before think Need outside world experiences Motivated by people and things around Favour experiences with several people Introversion (50% of the population) Think before act Need private time Seek internal motivation Favour 1 to 1 communication Myers-Briggs Sensing vs Intuition (S vs N) Sensing (70% of the population) Live the present Remember details about past events Build solutions based on past experiences Prefer explicit and concrete information Intuition (30% of the population) Live the future Remember patterns, context and connections of events Build solutions based on theoretical models Tolerates implicit and ambiguous information Myers-Briggs Thinking vs Feeling (T vs F) Thinking (50% of the population) Use facts and logic to make decisions Focus on tasks Analyse objectively Believes that conflict is natural Feeling (50% of the population) Uses emotions and feelings to make decisions Focus on the consequences of actions Analyse subjectively Does not like conflict Myers-Briggs Judging vs Perceiving (J vs P) Judging (55% of the population) Plans everything before act Uses routine in every-day life Focuses on one task at the time Avoids deadline stress Perceiving (45% of the population) Plans while acting Favours liberty and flexibility Focuses on several tasks at the same time Works better close to deadlines Myers-Briggs The categories ISTJ (Trustee) ISTP (Artisan) ESTP (Promoter) ESTJ (Administrator) ISFJ (Conservator) ISFP (Artist) ESFP (Entertainer) ESFJ (Seller) INFJ (Author) INFP (Questor) ENFP (Journalist) INTJ (Scientist) INTP (Architect) ENTP (Inventor) ENFJ (Pedagogue) ENTJ (Field Marshal) Online Test http://www.humanmetrics.com/cgiwin/JTypes1.htm Myers-Briggs Influence on Game Design (E vs I) - How games are played Duration of game sessions Sociability Connection with the outside world Physical components Dance Dance Revolution (Konami, 2001) Myers-Briggs Influence on Game Design (S vs N) Learning and problem solving Level of abstraction of challenges Approach to challenge resolution Game progression Trial and error (common sense) vs “Lateral Thinking” Complex problems should not stop the progression (S) Tutorials and help (S, not N) Myers-Briggs Influence on Game Design (T vs F) – Motivation to play Encouragement Rewards and progression Collectables (aesthetics) Suggestions and help Deal with failure (“Game Over”) Don’t punish (F) Myers-Briggs Influence on Game Design (J vs P) Goal-orientation Goals and progress Victory conditions Open or closed games Game structure Myers-Briggs Axis TJ vs FP Challenge and conflict Subjective experiences Subjective Appraisal DGD1 Model Judging Perceiving Conqueror Manager (TJ) (TP) Thinking Feeling Participant (FJ) Wanderer (FP) DGD1 Model Conqueror Manager C1 Participant C4 C2 H1 H2 H4 H3 C3 Wanderer DGD1 Model Hardcore player Buys and plays many games Plays for long periods Seek challenge, progression, mastery Tolerates complex controls Games are part of their life DGD1 Model Casual player Plays few games More popular of suggested by friends Plays for short periods Seek fun, immersion and new experiences Does not tolerate complex controls Games are just pastime DGD1 Model Type 1 – Conqueror (T + J) Need to “beat” the game in all possible ways H1 (I) Beat their own limits Failure and frustration is positive C1 (I + S) Beat the other players The most hardcore of the casual sector DGD1 Model Type 1 – Conqueror (T + J) Game characteristics Fast pace (game progression) Story is irrelevant (C1) or does not give importance to characters (H1) Likes hidden components Online support/extension Need voice (often complain) DGD1 Model Type 2 – Manager (T + P) Need to understand and explore the game H2 (I) Like to explore strategies Failures are new opportunities to improve the strategy C2 (I + S) Likes to build artefacts Low tolerance to failure DGD1 Model Type 2 – Manager (T + P) Game characteristics Stable progression Implicit goals, focus on the process The plot is more important than the characters Does not need a strong social component DGD1 Model Type 3 – Wanderer (F + P) Seeks new experiences H3 (I + N) Seeks fantasy Likes to play with “style” C3 (E + N) The game is just pastime, it cannot Irritate, tire, “force to think” Needs progress but without much effort Plays single-player games in pairs! DGD1 Model Type 3 – Wanderer (F + P) Game characteristics Slow progression Progression implies new “toys” Non-linear structure Simple controls Emotional connection with the characters The game is a means to share experiences May be to talk about unrelated subjects DGD1 Model Type 4 – Participant (F + J) Want to participate in a story or social interaction H4 (E + S) Seek participation in the development of the game and/or story Seek involvement with the real world Favour collaboration C4 (E + S) ? Seek social entertainment Implies the same physical space Favours group play (with friends) DGD1 Model Type 4 – Participant (F + J) Game characteristics Game progression connected to the narrative Emotional connection with the characters Group interactions Preferably face to face DGD1 Model Progression Narrative Social Conqueror Fast No / Plot Competition Manager Stable Plot No Wanderer Slow / novelty Character / emotion Sharing Participant Narrative Character / emotion Cooperation (in loco) http://ihobo.com/_oldsite/articles/DGD1.shtml DGD1 Model Distribution betweenpelos the 4 four types grupos Distribuição 160 150 140 130 120 110 100 90 80 70 60 50 40 30 20 10 0 Hardcore Casual Total Conqueror Manager Wanderer Participant DGD1 Model Men - percentage (Homens) Percentagem 100 90 80 70 60 Hardcore Casual Control 50 40 30 20 10 0 Conqueror Manager Wanderer Participant Overall DGD1 Model Women - percentage (Mulheres) Percentagem 70 65 60 55 50 45 Hardcore Casual Control 40 35 30 25 20 15 10 5 0 Conqueror Manager Wanderer Participant Overall Conclusions Game design should be focused on the satisfaction of players needs There are clear differences in the way people play Hardcore vs casual Different kind of people like different type of games Conclusions There are people that don’t play because there are no games for them Need better connection with the real world Collaboration Do not ignore evangelist groups Hardcore, press Other factors Culture, Generation Bibliography “21th Century Game Design”, Chris Bateman and Richard Boon. Charles River Media. 2006 “Game Development Essentials”, Jeannie Novak. Thomson Delmar Learning. 2008
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