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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
Although social interaction can take place in the immediate environment (real-life interaction), it can also occur ingame—especially in social games and MMOs.
Physical seclusion
would probably prefer to play games in a private place—such as their homes.
Competition
Some players enjoy the thrill of competing with other players. The competitive spirit has been associated with games throughout history
Knowledge
Players can be motivated to gain knowledge of particular concepts, processes, and strategies by playing game
Mastery
Some players are motivated to master the game itself— demonstrating their ability to dominate the game world and figure out how to become advanced players
Escapism
Players often indicate that they are motivated to play to escape from the ongoing stresses and challenges of real life
Addiction
Unlike the comparatively “passive” entertainment of television and film, games offer players the opportunity to take active roles in the entertainment experience
Game Market
If you plan to develop games, you need to understand the game market—the people who play games
Geographics
relate to the players’ geographic locations, which could include various countries or even regions within those countries
Psychographics
consists of people’s values, attitudes, and lifestyles.
Myers-Briggs Type Indicator (MBTI)
In 1943, Isabel Briggs Myers and her mother, Katharine Briggs, developed a model to measure personality types
Extrovert (E) vs. Introvert (I)
Energy is more outer or innerdirected.
Sensing (S) vs. Intuitive (N)
Perception is more present or 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
players include statistical information such as gender, age, income level, education level, marital status, ethnicity, and religion.
Generations
are considered part of both demographics and psychographics.
Silent Generation (Born 1924 –1943)
Members of this generation experienced the Great Depression and World War II
Boom Generation (Born 1943–1961)
Members of this generation were small children during the postwar boom.
Generation X (Born 1962–1981)
Members of this generation were children during the social turmoil of the 1960s and 1970s—and were the targets of an anti-child cultural bias
Millennial Generation (Born 1982–2002)
Members of this generation grew up during the 1982–2000 economic boom— the greatest in history and fueled by high-technology
Traditional Story Structure
Story structure has been the topic for screenwriting classes for decades.
Beginning (Act I):
The most interesting stories begin by placing the audience into the action or drama of the story
Middle (Act II)
The middle of the story focuses on the obstacles that stand in the way of the character’s ability to solve the problem introduced in Act I.
End (Act III)
The story ends when the problem introduced in Act I has been solved.
Premise
high concept is a summary (consisting of 1-2 sentences or a short paragraph) of the game’s purpose and overall theme,
Backstory
provides information that leads up to where the game begins. It usually consists of a short paragraph in the game instruction manual, or it appears as text
synopsis
storyline can also exist throughout the game itself. In this case, the player might be involved in the setting and actions that take place in the game
theme
represents what the story is truly about—even if it’s not shared explicitly with the player. Themes usually relate to a primary obstacle in the story faced by the main character(s).
Setting
backdrop represents the world that is being explored by the audience, characters, or player.
Plot
more about how the story unfolds rather than what the story is about. It is a sequence of events in a story that forces a character to make increasingly difficult decisions, driving the story toward a climactic event and resolution.
Balancing conflict
Dramatic tension in a story is maximized when the player often seems to be on the brink of disaster but is able to escape repeatedly from this situation by just the narrowest of margins
Shifting Focus
Even though players make choices and have apparent freedom while playing the game, players can be drawn back to the main storyline
Suspension of disbelief
your story must somehow cause the players to forget real life and accept the artificial reality you’ve created.
Realism
In contrast to the suspension of disbelief device, can be used in games to mimic the real world as closely as possible.
Hero
archetype is the central character in a single-player game.
Shadow
is an extremely important character— representing the hero’s opposite, often the ultimate evil character in a story
Mentor
is a character who often guides the hero toward some action and often an older advisor character
Ally
is a character who helps the hero progress on the journey and may also assist the hero with tasks that might be difficult or impossible to accomplish alone.
Guardian
blocks the progress of the hero by whatever means necessary—until the hero has proven his or her worth
Trickster
is a neutral character who enjoys making mischief
Herald
facilitates change in the story and provides the hero with direction
Protagonist
is the main character. A single-player game centers around this character and the game’s story is told from this character’s point of view, even if the game is not played in a firstperson perspective
Antagonist
is the opposite of the protagonist. This does not mean that the antagonist is “bad.
Transformational antagonist
is an anti-hero character who could have been a protagonist.
Mistaken antagonists
are characters who the audience initially thinks are villains— but they turn out to be innocent.
Exaggerated antagonists
are those who are larger-thanlife, bizarre, and sometimes even comedic villains who might even dominate the story because they are often more interesting than the protagonist.
Supporting characters
also known as pivotal characters—exist primarily to prevent the protagonist from walking away.
Game characters
are either player characters or non-player characters (also known as NPCs). Sometimes one player can control several player characters (often in a group, such as sports teams or military troops).
Player characters & Avatar
characters or other entities in a game world that are controlled by the players. When a player controls only one character, that character is called an avatar
Non-player characters (NPCs)
are those characters in a game world not controlled by players. Instead, these characters are created and controlled by the game’s artificial intelligence (AI) engine
Character Development Elements
Basic character development in a story involves the relationships among characters and the changes they might undergo throughout a story.
Character triangle
forms a powerful three-way relationship among characters in a story
Character Arc
A protagonist rarely changes during the course of a story—but the character always grows. The process of character growth and development is called the character arc.
Level 1 Intrapersonal
level, the protagonist is concerned only with his or her own needs and thoughts.
Level 2 Interpersonal
level, the protagonist bonds with another character in a one-on-one relationship.
Level 3 Team
level, the protagonist bonds with a small group of characters who have common interests.
Level 4 Community
level, the smaller team becomes part of a larger organized network, which could include a neighborhood, city, school, or company
Level 5 Humanity
level, the protagonist often goes through what Maslow calls self-actualization—spiritual growth that can occur now that the protagonist has achieved comfort, love, and acceptance among a larger community.