Games Decisions

 

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What Makes Good Decisions?

This topic touches on decision-making and flow theory. 

Flow theory is just a basic ideology in which when you understand it, you can provide the players with challenges that will engage them while the are playing.  It is important when designing and developing a game that you use these psycology methods to inhance gameplay rather than just "wing it"

When playing games, being "in the zone" can be such an exhilerating and satsfying experience. But it is not just video games that has this effect on us. Sports and creativity in arts does also. What I mean when I say "in the zone"  is when you become so invested and focused on the task at hand that you you lose yourself and all concept of time. It is such an fullfilling experience. 

As we dive through the layers of Game Descisions we will uncover what is most importantin developing a game that is so immersive it leaves you wanting more. Here is a list of 3 links that will explain this in more depth.

  1. Theory psychology flow 
  2. What is FLOW THEORY in Game Design? 
  3. Making Games Fun

When we push our minds to completing a challenge we get the feeling of accomplishment and enjoyment which we strive so hard to keep and replicate this feeling consantly.

Most games have some form of discision making which allows the player to take control of the narrative and allowing the player to "get lost" in the moment. If games didnt have choice options in them they would essentially be movies. It is through the choice mechanic of a narritive where we change a script or story into an imersive puzzle that challenge us.

 

In the first link above, "Theory Psycology Flow" one paragraph, under the heading "Game" states "Developers and researchers are exploring how to create or improve upon the existing game design by incorporating the concept of flow theory."  Meaning they are looking for ways to make the games more immersive and rely more on descion making by the player to create a "realistic" world experience game that sucks in players where your choices change the plot or narrative of a game. They are doing this by experimenting with flow theory and how some games can be boring with no action or challenges and other games can be too difficult and no time to rest. 

The developers are working through different ways to make gaming more fun, immersive and challenging as well as adaptive to each player. The second link "FLOW THEORY" is a youtube video stating this exact technique and why it is important to keep the players invested but not to make a game too boring or too extreme. There must be levels, like a rolercoster with peaks and dips in a narritve to keep the players attention and give them the feel good feeling of always wanting to play in the flow.

A good rule of thumb to abide by is to always make sure players actions have consequences in the game world. This way they will learn to adapt to the challenges and do and see things from a different perspective.


The third and final link above"Making Games Fun" teaches us the importance of tutorial levels in games. It would be frustrating to say the least if a game just thrust you into the action with no training about how the game works or the controls. 

This section briefly explains that having a tutorial level in the game is essential when starting something new because, after all, we must learn to walk before we run. It is better to play a tutorial level to immerse you in the game rather than reading an instruction manual that is boring and a bit of a waste of time that nobody wants.This way you are thrown into the action but with guidance on how to progress without the boring reading or explaining. you already start your flow and begin to get an understanding. It is then when you lose yourself within the game. "The purpose of a tutorial level is to teach the player all the basics of the game before they go up against any significant challenges but this needs to be done in a way that’s still fun."


Comments

  1. Hey Keith

    Great blog post. You perfectly explain the concept of flow theory. You also make a great point on the fact that if you couldn’t make decisions in a game then it would essentially be nothing more than a movie. The ability to interact and make choices in games is in essence what all who play video games seek.

    The links you provided were very interesting too.
    Hope you do really well in this semester. We’re getting closer and closer to a well-deserved break.

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