2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
Players respond to the emotions expressed by other players as through chat. Feedback from the
game or a game character can also affect how the player feels, such as in
Rocket Mania
where
the old Chinese dragon says Get Ready! at the start of a round, or Well Done! after a
particularly good move, or when the game advances the player from Inquisitive Child to Young
Salamander to Curious Badger . These aspects evoke different player emotions and keep them
encouraged and engaged.
Offer enough context and story in game without bogging down game play. Ideally emotion in
games should come from doing, not from watching. If cut scenes or animated sequences are
used, make sure experienced players can skip them. Similar to a film where mixing emotions
increases the intensity of the experience, offer a variety in game elements such as the different
types of foods in
Tamale Loco
(Shockwave.com) that keep the game from being too repetitive.
The excitement in the audio ( Cheese! Onion! ) is contagious making the player smile, while the
unusual combinations such as pickles for a burrito create emotional responses as players
imagine what that might taste like.
Support Social Interaction
Shared Experiences are Compelling Experiences Walt Disney
In addition to player emotions, another major benefit of games is social. People play to connect to
others or to have something in common to talk about after the game is done. Games are often
shared experiences either during game play or afterwards. Interaction between players increases
challenge as well as emotional responses. Games increasingly offer multi player options, high
score boards and chat rooms. Playing against other people makes simple games instantly more
challenging, while other games offer a lower level of interaction and opportunity to socialize.
To appeal to more players, provide opportunities to compete, cooperate, communicate, and
otherwise connect with other players. These social systems can be integrated into game play. For
some, reducing the challenge provides an excuse for social interaction so that players can talk
with each other during game play. People play what their friends play. If you don't provide social
systems players will make their own. For example, in
InkLink,
player answer bubbles are used to
encourage, discourage, and otherwise talk to other players. Sometimes this communication
dominates the game.
Conclusion: 17 game design principles for Internet games
In researching successful games we have observed the following principles:
1. Easy to Learn, Lifetime to Master
2. Simple obvious controls and rules that are easy to master
3. Allow players to discover controls and goals through simple exploration.
4. Provide clear, immediate, and meaningful feedback.
5. Offer clear and obvious short term and long term goals.
6. Players should be able to succeed in the first 10 minutes or earlier.
7. Support short session times of 10 15 minutes as well as longer.
8. Offer consistent controls and labels.
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