Article featured at IGDA Perspective Newsletter

Part II of my GDAM article Motivating Players in an Engaging Way  has been featured in the February edition of the IGDA Newsletter Perspectives. The release of the newsletter had been announced at the IGDA webboard a week ago.

You can view the February issue here. My article is on pages 8-9.

I’m very happy with this and I hope I get a few more articles selected in the future!

Motivating Players in an Engaging Way

My new article up at GDAM discusses the problem of mechanics that artificially lengthen gameplay.

It happens all too often that we lose our motivation exactly because of the mechanics that were supposed to achieve such motivation. I believe that one of the reasons for this is that game designers have too much faith in reward systems and do not tie them strong enough to narrative structures that foster a strong sense of game progression. In this article first I address the concept of climbing tension in order to explain the forces behind a strong sense of progression. Later on I give examples from cases in which the climbing tension principle is ignored and what impact this has on player experience.

I hope you enjoy the read!

GDAM February Poll is up!

The poll for the February topic at GDAM is up. The choices for February are:

  • Multiplayer Economies
  • Emotive Games
  • Losing the Fun Factor

You can vote here.

GDAM’s January topic is “Mechanics That Artificially Lenghten Gameplay”

January 2010’s topic is Mechanics That Artificially Lenghten Gameplay.

A significant number of players complain about game designs that seem to be deliberately wasting their time. Due to the amount of grinding and long walks that can be seen in this genre, it is often MMORPG’s that are subject to such criticism . It appears, however, that from time to time all types of games and genres suffer from sequences that mindlessly waste the time of players.

During it’s January rally, GDAM asks you to provide insight and answers to the problem of game mechanics that artificially lengthen gameplay. In the broader sense, we ask you what methods or mechanics the game designer has at her disposal to lenghten gameplay without annoying the gamers. In particular, we ask the following questions in the hope to inspire you for articles:

  • What is the relation between business models and mechanics that artificially lengthen gameplay? Which business models or design principles built around mechanics that artificially lengthen gameplay could serve to increase a game’s value for both players and developers?
  • How can dead time in runs and overall travel time be reduced without destroying the rationale behind the business model and the overall pace and rythm of the game in question?
  • What design methods do exist that could be helpful in creating mechanics that preserve player motivation while gameplay is artificially lenghtened? How, in that regard, can we utilize psychological processes like for example matching creatively?
  • What kind of ancillary reward systems do exist or could be developed and how could these help to foster a feel of environmental progression in the game that makes long walks feel like they are part of the game rather than being pointless and repetitive tasks?
  • What are design methods and principles that can be helpful in manipulating felt time and making it easier on the player when gameplay is lenghtened artificially? How can we stretch game sequences by building additional moves into game mechanicsm without making them feel artificial?

My Latest Article Up At GDAM: An Advertising Approach to High Concept Pitching

You can read my latest article on High Concept pitching at Game Design Aspect of the Month (GDAM). The article will be published in two parts, so don’t forget to check back in a few days to read the second part.

Btw, GDAM is still looking for writers who would like to contribute a short (500-1000 words) article about the topic.

There is also just one day left to announce the topic for January, so stay tuned!

GDAM January 2010 Poll

Please visit GDAM and vote for the January 2010 topic!

The choices are:

  • Cheats
  • Mechanics that artificially lengthen gameplay
  • Multiplayer Economies

Voting is open until  December 25.

GDAM reboots!

Game Design Aspect of the Month made a reboot to prepare itself for the new year.

The statement on the blog says:

After a very fruitful first year, the Game Design Aspect of the Month editors are preparing for the new year with the goal of building on last year’s achievements and improving GDAM’s features. We want to continue to present game designers, industry professionals and game researchers with a platform for high-standard discussions and exchange. We would like to express our gratitude to our readers and to all those who during the past year contributed to GDAM with their articles or took the time to participate in our podcasts: Thank you very much!

GDAM is now looking for writers to contribute with articles to the current topic which is Pitching and High Concepts. The topic had been suggested by narrative designer Tobias Heussner and you can find a more detailed topic description here.

Also the GDAM editors are all ears for topic suggestions for the month of January, so why don’t you give it a shot? Just for some inspiration: topic suggestions of the past included Mature Games, Prototyping and Player Death.