Games Decisions - Reading

 Building a Princess Saving App

A player's experience improves as they develop their skills through the use of an app. There is a clear learning curve for app and game skills where players will have a worse experience while learning to develop a skill, although once the player has gathered some confidence in the skill they begin to have a better experience and will begin developing these skills at a faster rate.

Web 2.0 has made changes to the user experience by removing extra features, making users only focus on their specific tasks and not needing to learn a new skill.
It is quick to learn but does not contain as many features.

Complex web apps allow users to begin with their entry level skills, having a small learning curve and then allows people to re-train themselves with a second sort of learning curve for more advanced features.

Games designed well will have a constant learning curve for players, as to have the player learning new skills throughout the entire game in an enjoyable way.

Exploratory learning is based around a player being given a goal and not being told how to reach it, they will have a set of tools with skills to develop, they will be aware that they can either succeed of fail. The only issue is that the developer must assume the player is smart and capable of learning.

 Flow experience in computer game playing among Thai university students

Some countries have proposed laws around playing video games to combat gaming addictions, there has in turn been backlash to this as it would take away peoples freedom of choice.

While it has been shown that games can cause some aggressive behaviors, they are also a form of entertainment for people and are good developing skills such as problem solving, decision making and creativity.

It has been said that modern games need to be re-designed to focus more on developing positive characteristics.

What is FLOW THEORY in game design? - The Basics - (Part 1)

Flow is how a game is developed to allow players to remain involved within the game world, flow will contribute to the players emotional impact from the game and help players to become immersed.
Flow can lead to gaming addictions when people experience too much, this is based around a players personality traits. Flow can also go in reverse where if players do not experience it enough they become bored with the game.

Present the player with a challenge, players enter the flow state and then the flow state must be maintained, these are the criteria that a developer must meet.

To create a flow state you must present the player with a challenge that needs more skill than the player has, to overcome said challenge, this up-skilling keeps  the player engaged.

To keep a player engaged, the games difficulty must scale with the player, challenges must remain slightly more difficult than the player can handle to keep them wanting to over come the challenge.



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