exam Flashcards
Zen game design
- There isnt a single method to design
2. Game design reflects needs
participants and advocates
anyone with an interest or stake in the game (devs, producers, players)
Designer must be egoless and advocate for all participants
Demographic Game Design
Game design inherently targets an audience, therefore the success criterion for a design is how effectively it satisfies the needs of that audience
Step 1 is to study the audience
Market cluster
analyze data set for a specific group of people and look for common traits that when taken together define a coherent cluster
E.g. hardcore vs casual: buy and play many games, game literate, play as a lifestyle, turned on by challenge, can be polarized (large portion can be made to buy the same title)
When determining the audience for a game, make a hierarchy of market clusters and determine how the targeting will flow from high priority to low priority. E.g. will the hardcore players tell their more casual firends who are in the gaming periphery (aka cool gamers)
Market Vector
route through which awareness of and desire to purchase a game spreads throughout an audience (who tells who about the game)
Evangelist Cluster + which ones are they
special market clusters that can catalyze interest for other clusters.
Specialist Press
Mainstream Press
Hardcore Demographic (challenge oriented, arbitrary complexity)
Target Clusters + which ones are they
the rest of the clusters which arent evangelist clusters
Testosterone Demographic (fps run and gun, action players)
Lifestyle Demographic (fun, enjoyable, immersion, challenge averse, story driven)
Not much market penetration, hard to design for
Family Demographic (almost never buy games for themselves, family members, want familiarity)
Huge presence but Very little market penetration penetration
Toy vs Game
Toy is a tool for entertainment. A game is a toy with some degree of performance
Hardcore is interested in gameplay, lifestyle in family also care about toyplay (e.g. sims, sandbox
games, gta, minecraft)
Play Window
total amount of time playing the game
Long window desirable because keeps game in circulation
Phases of Market Penetration
Hardcore Penetration
Hardcore Evangelism
Casual Penetration (must have lifestyle appeal, easy accessibility, strong marketing, or strong licencing)
Casual Evangelism
(E I)
Extraversion vs Introversion interaction with the world act then think vs think then act Energized vs tired by social interaction External vs internal motivation Wide communication vs 1 on 1
(S N)
Sensing vs Intuition
how information is absorbed
present vs future
Common sense vs outside the box
Memory in rich detail vs memory in abstract patterns
Improvise based on experience vs improvise based on theoretical models
Prefers clear concrete info vs comfortable with implied or fuzzy data
(T F)
Thinking vs Feeling
how decisions are made
Logic vs emotion
Task oriented vs consequences for other people
Objective vs subjective
Comfortable with conflict vs uncomfortable with conflict
(J P)
Judging vs Perceiving how actions are managed Plan first vs plan as you go One task at a time vs multitask Stay ahead vs work close to due date Likes routines vs avoids routines
Hardcore market personality is mostly…
INTJ and ISTJ
S vs N gaming difference
learning and problem solving
S likes clear examples eg tutorials
T vs F gaming difference
motivation
T likes clear objective goals
F likes personal encouragement