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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