2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
with real players. In addition to increasing the pace and the number of targets, also offer new
challenges, power ups, special moves, goals, obstacles, behaviors, and strategies. Have the
game change over time so there are always new things to learn; such as the addition of new
elements as play progresses. Examples: bombs in
Collapse
or coins and gems in
Rocket Mania
.
Player needs and preferences change as they become better at playing. Offer mastery and
accomplishment and progress to a goal in a way that the specific player type enjoys. Consider
allowing experienced players to skip the intro levels or provide difficulty settings. If the beginning
levels do not offer enough challenge, players may leave the game because it takes too long to
get to the game play they enjoy. For experienced players offer new challenges, not just more
targets with less time. For example,
BookWorm's
burning letters add challenge with a new
dimension to gameplay; but later in the game the board fills with U s and Y s which makes play
nearly impossible not just challenging.
Remember the player's score and name if appropriate and allow them to achieve a new personal
best.
Encourage Immersion
I'm not into keeping scores and competing with people. I like the sound of cards shuffling and the
rhythm of dealing them out. A Casual Solitaire Player
In addition to challenge games, offer an opportunity to become completely focused on an activity.
Many people play to stimulate their senses and their mind. Some play to take their mind off things
for a while. The process of immersion offers a counterpoint to challenge where it encourages
mental engagement without as much effort or skill. Often this feeling of immersion has a
meditative quality as players focus their attention on the experience for its own sake. The moves
are often short and repetitive with sound effects. These aspects reward closer examination of
detail such as in
Bejeweled
. The sound effects and artwork bring pleasure through use as in the
sound of
BookWorm
eating the letter tiles. All of these factors help suck the player into the game.
Just as players enjoy different types of challenges, players also enjoy different aspects of
immersion. The controls and game objects should fascinate the player and feel so good and
satisfying that the player would interact with them even if there were no game involved. Make
successes such as clearing the board look, sound, and feel good in addition to score.
Collapse
fills the empty squares with bonus tiles while playing sound effects and ends with a bowling alley
pin clearing sound effect.
Inspire a wide range of emotions
The primary benefit of playing on line games is an emotional experience in the player. People
play to change their emotional state, whether it is to feel amusement and excitement, to feel
empowered and better about themselves through success, to express their workday frustrations,
or to calm themselves after a hard day. Within bandwidth constraints, a higher realism in artwork
and audio offers the opportunity for more emotional realism in the player.
Many player emotions come from success in game. Game design must balance frustration and
anger with positive emotions to keep players engaged. If they stop mastering new challenges
they will stop playing. Create emotions through doing and experiencing, not just from animations
or high scores. More than challenges; enjoyment also comes from the pleasure of experience,
sensory behavioral and reflective emotions coming from the game's art, aesthetics story, and
ownership. Not just better quality graphics, audio, and sound; but media elements that integrate
with the game's theme and enhance the player's experience. Use art, concept, and sound to
create emotions in the player such as collecting jewels in
Diamond Mine
.
Page 59 of 93
Unlimited Web Hosting
|
|
|
|
TotalRoute.net Business web hosting division of Vision Web Hosting Inc. All rights reserved. |