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Understand the various game theories (bartle, lazzaro, dgd1, etc.) about players and how it could be used in the process of creating a game
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How Psychology Helps Design Better Games
A Journey from the Player to the Features & Game Mechanics
Who I Am
• H.O.D. Game Design
• G.D. Freelance & Consultant
• Producer
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About Psychology
• Scientific study of mental functions and behaviors
• Understanding individuals and groups
• Perception, cognition, emotion, motivation, personality, relationship, etc.
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Caillois’ Theory
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About Game
“A game is a system in which players aare engaged in an artificial conflict,
defined by rules, that results in a quantifiable outcome.”
Salen & Zimmerman
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Avatar, Character and Puppet
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Emphasis and Empathy
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Campbell’s Hero's Journey
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Story Arc
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Pacing
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Csikszentmihalyi’s Theory of Flow
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Csikszentmihalyi’s Theory of Flow
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Csikszentmihalyi’s Theory of Flow
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Csikszentmihalyi’s Theory of Flow
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Apathy
Apathy
Worry
Anxiety
Arousa
l
Flow
Control
Relaxation
Boredom
Chal
leng
e
Skill
Chosen Constraint
Undergone Constraint
Fiero
Relief
My Theory of Flow
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Bartle’s 4 types of players
Killer Achiever
Socializer Explorer
Action
Interaction
Peop
le
Envi
ronm
ent
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Bartle’s 4 types of players
Killer Achiever
Socializer Explorer
Action
Interaction
Peop
le
Envi
ronm
ent
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Bartle’s 4 types of players
Killer Achiever
Socializer Explorer
Action
Interaction
Peop
le
Envi
ronm
ent
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Bartle’s 4 types of players
Killer Achiever
Socializer Explorer
Action
Interaction
Peop
le
Envi
ronm
ent
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Bartle and Game GenresGame Genre References Bartle Types
FPS Halo, Call of Duty, Half-Life, Crysis Killer, AchieverRPG Darklands, Fallout 1/2, Baldur's Gate Achiever, Explorer
FPS-RPG Deus Ex, BioShock, Mass Effect Achiever, Explorer, KillerOpen-world RPG The Elder Scrolls, Fallout 3, Two Worlds Achiever, Explorer
MMORPG World of Warcraft, EVE Online, Guild Wars Achiever, Explorer, Socializer
MMOG Unreal Tournament, Team Fortress, any FPS multiplayer mode Killer, Achiever
Adventure King's Quest, Myst, The Longest Journey Socializer, ExplorerAction Tomb Raider, Uncharted, Angry Birds Killer, Achiever
Survival-Horror Resident Evil, Dead Space, Amnesia Killer, Achiever
Turn-based Strategy Civilization, Master of Orion, Galactic Civilizations Explorer
Physics Puzzler Half-Life 2, Portal, World of Goo Killer, ExplorerReal-time Strategy Age of Empires, StarCraft, Supreme Commander Achiever, Killer
Flight Simulator Falcon 4.0, Microsoft Flight Simulator X Killer, ExplorerSpace Shooter Wing Commander, Freelancer Achiever, Killer
Music Rock Band, Guitar Hero, Audiosurf Killer, SocializerSimulation SimCity, Balance of Power, Railroad Tycoon Explorer
Social FarmVille, Mafia Wars Socializer, AchieverOnline Gambling Blackjack, Texas Hold-Em Poker Killer, Achiever
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Bartle’s Players Expectations
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4 funny types of players
Killer Achiever
Socializer Explorer
Action
Interaction
Peop
le
Envi
ronm
ent
People Easy
Hard
Serious
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Lazzaro’s 4 types of fun
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Bartle’s 8 types of Motivation
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Marczwski’s User’s Types
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Myers and Briggs’ Type Indicator
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Myers and Briggs’ States of Mind
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Demographic Game Design 1
Conqueror(TJ)
Participant(FJ)
Manager(TP)
Wanderer(FP)
Judging
Perceiving
Thin
king
Feel
ing
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Demographic Game Design 1
Conqueror(TJ)
Participant(FJ)
Manager(TP)
Wanderer(FP)
Judging
Perceiving
Thin
king
Feel
ing
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Demographic Game Design 1
Conqueror(TJ)
Participant(FJ)
Manager(TP)
Wanderer(FP)
Judging
Perceiving
Thin
king
Feel
ing
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Demographic Game Design 1
Conqueror(TJ)
Participant(FJ)
Manager(TP)
Wanderer(FP)
Judging
Perceiving
Thin
king
Feel
ing
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Demographic Game Design 1
Hardcore Casual
Casual Casual
Introversion
Extraversion
Intu
ition
Sens
ing
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Demographic Game Design 1
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Conqueror(TJ)
Hardcore – Hx (IN)
Manager(TP)
Wanderer(FP)
Participant(FJ)
Casual – Cx (IS/ES)
Fun | Progress | Story | Social
Demographic Game Design 1
Idealist(NF)
Artisan(SP)
Rational(NT)
Guardian(SJ)
Change
Structure
Inte
rnal
s
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Exte
rnal
s
Demographic Game Design 1
Idealist(NF)
Artisan(SP)
Rational(NT)
Guardian(SJ)
Change
Structure
Inte
rnal
s
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Exte
rnal
s
Demographic Game Design 1
Idealist(NF)
Artisan(SP)
Rational(NT)
Guardian(SJ)
Change
Structure
Inte
rnal
s
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Exte
rnal
s
Demographic Game Design 1
Idealist(NF)
Artisan(SP)
Rational(NT)
Guardian(SJ)
Change
Structure
Inte
rnal
s
Exte
rnal
s
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Demographic Game Design 1
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Rational (NT)
Strategic
Idealist (NF)
Diplomatic
Artisan (SP)
Tactical
Guardian (SJ)
Logistic
Flow | Challenge
CASE STUDY
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ESFP- Simple- Attractive- Curious- Communication- Emotional
Theories Type Features
Playstyle Wanderer (FP) New toys, Characters, Emotions, Interaction through talks
Type of player Cx (ES) Sense of Progression
Temperament Artisan (SP)Tactical, Fun-loving, Realistic,
Unconventional, Spontaneous, Seek stimulation, Prize freedom
Lazzaro Easy Fun Imagination, Discovery, Exploration, Creativity, Uncertainty
Bartle AchieverAccumulating treasure, Points-gathering,
Rising in levels, Status, Hierarchy, Competition
Caillois Mimicry – IlinxImaginary universe; Elaborate, Complex
and surprising; Simulation; InventionMovement, Dizziness, Disorder, Physical
Activities, High speed, Visceral
MDA
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ADM
Behavior Feelings
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Player’s Journey
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Uncanny Valley
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Uncanny Valley - Graphic
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Uncanny Valley - Mechanic
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Persona
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Game Design Gameloop
Player&
Persona
Flow&
Pacing
Types&
Fun
DGD1 &
MDA
Features&
Game Mechanics
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Conclusion
• Framework
• Heuristic Methodology
• Reduce Risks
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Conclusion
• Not a Miracle Solution
• Game Designers Needed
• Innovate
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Open to others fields
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Thanks
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Questions ?
• Pourlejeu
• Guil_benoit
• Guillaume BENOIT
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