15 May, 2008 at 9:10 pm
· Filed under game design ·Tagged rewards

- Currency rewards: the acquisition of a game resource that can be spent represents a fairly universal reward system…
- Rank Rewards: the player gains benefits from acquiring points towards an eventual step up in rank.
- Mechanical Rewards: such as increases in stats that the player can feel the effect of.
- Narrative rewards: a little narrative is effective for certain players as a reward.
- Emotional rewards: when the player feels they have done something for someone in the game.
- New Toys: anything new that can be experimented with is a ‘new toy’.
- New Places: are a mimicry reward for players driven to explore
- Completeness: achieving completeness (chasing 100% for instance) can be a reward in itself.
- Victory: defeating a challenging foe (or a boss).
- (This is stolen/paraphrased from the blog Only a Game) via Andrew Chen
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15 May, 2008 at 8:50 pm
· Filed under life

1. Whenever possible, consider alternatives
2. Reframe the question
3. Correlation doesn’t equal causation
4. Never forget the sample size
5. Anticipate your impulsivity
People find it difficult to predict just how far off course their emotions can pull them. It’s all about planning ahead.
6. Make contingency plans
Humans are better at concrete goals.
7. Make important decisions when relaxed and rested
8. Weigh costs against benefits
Research shows that our minds prefer to consider either costs or benefits; taking both into account takes considerable effort. We often forget is the ‘opportunity cost’
9. Imagine your decision will be spot-checked
10. Distance yourself
Big decisions are always better made after a night’s sleep.
11. Beware the vivid, personal and anecdotal
12. All decisions are not equal
13. Be rational!
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4 May, 2008 at 6:53 pm
· Filed under game design ·Tagged rewards
It helps for player’s to understand why they get a reward or score, it links them to the simulation at the core of the game. Occasionally, and for certain types of rewards it might add to the enjoyment if there was more mystery about the reason.
“We try to reduce our uncertainty by explaining positive events and thereby reduce the amount of positive emotion we feel.”
“Research shows that when people are exposed to traumatic events, the sooner they ‘make sense’ of what has happened, the sooner the negative emotion is reduced and they recover.
Exactly the same process seems to operate for positive emotions. We try to reduce our uncertainty by explaining positive events and thereby reduce the amount of positive emotion we feel. It’s an unfortunate consequence of an adaptive process that normally helps us recover from traumatic and upsetting events.
So, the next time you give someone an unexpected gift and they ask why, just smile mysteriously and let them enjoy the moment for a little longer. Sometimes explanations really do kill the magic.”
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4 May, 2008 at 6:39 pm
· Filed under life, quote

“If you want to get more done, be mindful
If you want to have more time, be mindful.
Mindful means one thing at a time.
It’s how the brain works, no matter how you try to convince yourself you can do it (although there is evidence that fast media/video-gamer kids are a little faster at switching. Not because they have a younger brain, but because their brains were more wired for this pace at a younger age).”
“In the flow state, Csikszentmihalyi found, people engage so completely in what they are doing that they lose track of time. Hours pass in minutes. All sense of self recedes. At the same time, they are pushing beyond their limits and developing new abilities. Indeed, the best moments usually occur when a person’s body or mind is stretched to capacity. People emerge from each flow experience more complex, Csikszentmihalyi found.”
“The human brain, with its hundred billion neurons and hundreds of trillions of synaptic connections, is a cognitive powerhouse in many ways. “But a core limitation is an inability to concentrate on two things at once,” said René Marois, a neuroscientist and director of the Human Information Processing Laboratory at Vanderbilt University.”
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3 May, 2008 at 12:18 pm
· Filed under game design ·Tagged rewards

While money has more importance to people in their real lives, score shares many of the same influences to gamers when they are playing and in the gaming zone.
“We’ve all got money on the mind.
Not a day goes by when we aren’t thinking about money in some way. We’re deciding how to get it, what to spend it on, saving it up or wondering where it’s all gone. Whether we like it or not we spend much of our everyday lives deciding what to do with our money, from a simple cup of coffee to buying a house.
Despite this, most people understand very little about their relationship with money. We are remarkably insensitive to how it warps our thoughts, tugs at the emotions and changes our behaviour towards other people. Money seems to have an almost magical effect on us.”
http://www.spring.org.uk/2008/04/psychology-of-money.php
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27 April, 2008 at 8:52 pm
· Filed under game design
Based on an article in MCV 25th April 2008
- The consumer sets the price - piracy, rapid discounting and trade-in schemes prove the consumer options on what they pay for product.
- It’s all about experiences - live music or premium social events
- The music industry is thriving, it’s the music companies that are stuffed - music and games have not been more popular
- Profits come from secondary sources - and revenue from alternative sources
- The nature of distribution is changing - physical to digital
The trend is to free; free to try, ad funded, micro-payment expansions, free to play basic version and simply free as marketing.
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27 April, 2008 at 4:24 pm
· Filed under game design ·Tagged story
Real Characters - you have to identify yourself in the characters
Mystery - it triggers the imagination
Rhythm - there are some timings which the experiencer expects a certain reveal or change
Questions - create more insight in to yourself or the world
Anticipation - triggers the imagination
Surprise - shake up the experience
Depth - creates the illusion in the imagination that the world exists
Contrast - makes the original richer and more valuable. Contrasts are the basis of good story
Climax - pays off the anticipation
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26 April, 2008 at 8:54 pm
· Filed under game design ·Tagged rewards
“…and I was rewarded for it! Not just with the sheer joy of the act itself — even though that would have been, for a while, reward enough. No, the more you explore and leap, the more your powers increase, and the higher and farther you can go. Rewards are so frequent that it keeps you hooked, because there’s always “just one more” thing to do before you take a break. You never take a break.”
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26 April, 2008 at 8:53 pm
· Filed under life, project management ·Tagged goals
Outcomes vs. Activity
“…all about outcomes — and not activities.
Focusing on what really matters is a difficult-to-achieve skill in our “attention deficit disorder” world.
…we tend to look at both activities and outcomes as accomplishments.”
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25 April, 2008 at 12:19 pm
· Filed under game design ·Tagged design language
“…to interpret statements in their literal sense”
Simple, direct and clear instructions that can be easily understood by the player.
The player will often have a number of things on their mind, and everything is open to misunderstanding and miscommunication. Write and review instructions in a very literal manner, and assume they will be followed by an average 6 year old.
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24 April, 2008 at 9:34 pm
· Filed under quote
“…a law client who was promised something in two weeks but received it in one was vastly happier than a client who was promised something in one day but received it in four. ‘Under-promise, over-deliver’ became her mantra.”
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23 April, 2008 at 9:06 pm
· Filed under game design, quote, research
“…the insight that there is an ideal moment to practice what you’ve learned. Practice too soon and you waste your time. Practice too late and you’ve forgotten the material and have to relearn it. The right time to practice is just at the moment you’re about to forget. Unfortunately, this moment is different for every person and each bit of information. Imagine a pile of thousands of flash cards. Somewhere in this pile are the ones you should be practicing right now. Which are they?
Fortunately, human forgetting follows a pattern. We forget exponentially. A graph of our likelihood of getting the correct answer on a quiz sweeps quickly downward over time and then levels off. This pattern has long been known to cognitive psychology, but it has been difficult to put to practical use. It’s too complex for us to employ with our naked brains.”

http://www.wired.com/medtech/health/magazine/16-05/ff_wozniak?currentPage=all
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23 April, 2008 at 8:06 pm
· Filed under project management, quote
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18 April, 2008 at 8:33 am
· Filed under project management, quote
“Don’t tell people how to do things, tell them what to do and let them surprise you with their results.”
“A good plan, violently executed now, is better than a perfect plan next week.”
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24 March, 2008 at 5:00 pm
· Filed under game design, quote
Make it social and face to face for more fun.
“…hang out with other gamers all the time, but it’s mostly in multiplayer online play, using headsets. It’s social, sure. But as any psychologist will tell you, hanging out in real life allows for even richer styles of communication to emerge. In face-to-face mode, we’re better at picking up the little nuances — frustration, glee, sarcasm, subvocalized ranting, body language — that build team cohesion, and allow us to game with a positively Vulcan level of mind meld.”
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21 March, 2008 at 6:51 pm
· Filed under project management, quote
“People respond to people. Faces and stick-figures, however crudely drawn, immediately
elicit attention, understanding, and reaction. Whether to show relationships and quantities,
emphasize a point, or just provide a sense of scale, draw people in by drawing in people.”
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20 March, 2008 at 10:28 pm
· Filed under design, game design, quote
“We don’t ask consumers what they want. They don’t know. Instead we apply our brainpower to what they need, and will want, and make sure we’re there, ready.”
Akio Morita, Founder of Sony
Feature creep
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19 March, 2008 at 9:38 pm
· Filed under game design ·Tagged design language
A ‘jump moment’ is when the player or viewer involuntarily jumps in reaction to a shock, surprise or spectacular event.
Sudden jumps are the scariest thing, ONLY when the director successfully misdirects you so you don’t expect it.
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19 March, 2008 at 9:30 pm
· Filed under game design, story ·Tagged horror

Building a scenario from Call of Cthulhu 6ed
- a mystery or crisis is posed…
- the investigators become linked to the problem…
- the investigators attempt to define the mystery…
- the investigators use the clues and evidence to confront the danger…
- the mystery is solved.
Complex discovery plot;
- onset
- discovery
- confirmation
- confrontation
The Philosophy of Horror, Noel Carroll
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19 March, 2008 at 9:01 pm
· Filed under game design, quote
Achieving flow, consistent rewards and progression should create an addictive experience.
“MMORPGs, tobacco, alcohol, credit. Addictive endeavours. Games=fun/escapism, drugs=euphoria/escapism, credit=”success”. Inescapable products make customers slaves. Could even add security to list, guns/SUV’s/RFID/taxes=”security”, but it’s tangential and political. A new Monopoly board recently released eliminates paper money favor of digitized credit system. Brainwash em young, get em hooked on credit and indebted forever!”
http://www.wired.com/techbiz/it/magazine/16-04/bz_darkside
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