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Player motivation
Why do people play games? Understanding this can help you develop games that will fulfill these needs
Social interaction
A motivating factor some players; allowed to communicate through the game itself
Physical seclusion
Players prefer to play games in a private place such as their homes
Competition
Competitive spirit has been associated with games and forms the basis of tremendously successful sports industry
Knowledge
Players gain knowledge of particular concepts, processes and strategies; “fun learning”
Mastery
Players demonstrating their ability to dominate the game world and figure out how to become advanced players
Escapism
Players play to escape from the ongoing stress and challenges of real life
Addiction
Games offer players the opportunity to take active roles in the entertainment experience; it makes them crave and indulge in continuous play
Game market
The people who play games; identify target audience personas ensures you can take your brand to market
Geographics
Relates to players geographic locations including various countries and regions
Psychographics
Consists of people values, attitudes, and lifestyle
Myers-Briggs Type Indicator (MBTI)
Model developed in 1943 to measure personality types
Extrovert (E) vs Introvert(I)
Energy is more outer or inner-directed
Sensing(S) vs Intuitive(N)
Perception is more present than future-oriented
Thinking(T) vs Feeling(F)
Judgment-formation is more objective or subjective
Judging(J) vs Perceiving(P)
Approach to the world is more structured or spontaneous
Demographics
It includes statistical information such as gender, age, income level, education level, marital status, ethnicity, and religion
Generation
Considered part of both demographics and psychographics
Silent generation (1924-1943)
A game with heroes who are clean and cold but not motivated by cynicism and revenge
Boom generation (1943-1961)
A game with social, spiritual, or political message that would be ideal
Generation X (1962-1981)
A game that would focus on an independent, nomadic character who is on the edge and take risks
Millennial generation (1982-2002)
An online game involving a lot of communication and cooperation between players
Story structure
A formula that when applied correctly, can ensure and audience/players emotional involvement
Beginning (Act I)
The goal is to capture the audience attention; it focuses on the characters problem
Middle (Act II)
Focuses on the obstacles that stand in the way of the characters ability to solve the problem; it comprises the bulk of dramatic tension
End (Act III)
When the problem has been solved; the character face and remove each obstacle to reach resolution
Story elements
Story lines exist in many games but they are not necessary for a game-playing experience
Premise
A summary of the games purpose and overall theme; focuses on what is unique about your game
Backstory
Provides information that leads up to where the game begins; orients the player the purpose and action involved
Synopsis
Helps player to escape from reality and become immersed in the artificial game world
Theme
Represents what the story is all about even if its not shared explicitly with the player
Setting
Represents the world that being explored by the audience, characters, or players
Plot
Its about how the story unfolds; sequence of events in a story that forces a character to make difficult situations
Balancing conflict
Dramatic tension when player often seems to be on the brink of disaster but is able to escape
Shifting focus
Shifting focus while capturing the players interest
Suspension of disbelief
Cause players to forget real life and accept the artificial reality you created
Realism
Mimic the real world as closely as possible
Hero
The central character in a single-player game
Shadow
Represents the hero opposite, often the ultimate evil character; could represent dark side of the hero
Mentor
A character who oftens guides the hero toward some action and often an older adviser
Ally
A character who helps the hero progress on the journey or may also assist the hero
Guardian
Blocks the progress of the hero by whatever means necessary
Trickster
A neutral character who enjoys making mischief; jesters who provide comic relief
Herald
Facilitates change in the story and provides hero with direction
Protagonist
Main character
Antagonist
Opposite of protagonist
Unity of opposites
When protagonist and antagonist want the exact same things
Transformational antagonist
An anti-hero character who could have been a protagonist
Mistaken antagonist
Characters who are initially villains but turn out to be innocent
Exaggerated antagonist
Larger than life comedic villains who might dominate the story and often more interesting than the protagonist
Supporting characters
Pivotal character to prevent the protagonist from walking away
Game characters
Either player characters or non-player characters
Player characters and avatars
Characters in game who are controlled by players
Non-player characters
Characters in a game not controlled by players; often controlled by AI
Character development elements
Involves relationships among characters and the changes they might undergo
Character triangle
Forms a powerful three-way relationship among the characters
Character arc
The process of character growth and development
Level 1 Intrapersonal
Protagonist is only concerned with his own needs and thoughts
Level 2 Interpersonal
Protagonist bonds with another character in one-on-one relationship
Level 3 Team
Protagonists bonds with small group of characters who have common interest
Level 4 Community
The smaller team becomes part of a larger organized network
Level 5 Humanity
Self-actualization and spiritual growth can occur now that the protagonist has achieved acceptance