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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
Guillaume BENOIT - 2013

2
About Psychology
• Scientific study of mental functions and
behaviors
• Understanding individuals and groups
• Perception, cognition, emotion, motivation, p
ersonality, relationship, etc.

Guillaume BENOIT - 2013

3
Caillois’ Theory

Guillaume BENOIT - 2013

4
About Game
“A game is a system in which players a

are engaged in an artificial conflict,
defined by rules,
that results in a quantifiable outcome.”
Salen & Zimmerman

Guillaume BENOIT - 2013

5
Avatar, Character and Puppet

Guillaume BENOIT - 2013

6
Emphasis and Empathy

Guillaume BENOIT - 2013

7
Campbell’s Hero's Journey

Guillaume BENOIT - 2013

8
Story Arc

Guillaume BENOIT - 2013

9
Pacing

Guillaume BENOIT - 2013

10
Csikszentmihalyi’s Theory of Flow

Guillaume BENOIT - 2013

11
Csikszentmihalyi’s Theory of Flow

Guillaume BENOIT - 2013

12
Csikszentmihalyi’s Theory of Flow

Guillaume BENOIT - 2013

13
Csikszentmihalyi’s Theory of Flow

Guillaume BENOIT - 2013

14
Challenge

My Theory of Flow
Chosen Constraint

Undergone Constraint

Skill
Guillaume BENOIT - 2013

15
Bartle’s 4 types of players

Achiever

Socializer

Explorer

People

Killer

Environment

Action

Interaction
Guillaume BENOIT - 2013

16
Bartle’s 4 types of players

Achiever

Socializer

Explorer

People

Killer

Environment

Action

Interaction
Guillaume BENOIT - 2013

17
Bartle’s 4 types of players

Achiever

Socializer

Explorer

People

Killer

Environment

Action

Interaction
Guillaume BENOIT - 2013

18
Bartle’s 4 types of players

Achiever

Socializer

Explorer

People

Killer

Environment

Action

Interaction
Guillaume BENOIT - 2013

19
Bartle and Game Genres
Game Genre
FPS
RPG
FPS-RPG
Open-world RPG

References
Halo, Call of Duty, Half-Life, Crysis
Darklands, Fallout 1/2, Baldur's Gate
Deus Ex, BioShock, Mass Effect
The Elder Scrolls, Fallout 3, Two Worlds

Bartle Types
Killer, Achiever
Achiever, Explorer
Achiever, Explorer, Killer
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
Action
Survival-Horror

King's Quest, Myst, The Longest Journey
Tomb Raider, Uncharted, Angry Birds
Resident Evil, Dead Space, Amnesia

Socializer, Explorer
Killer, Achiever
Killer, Achiever

Turn-based Strategy

Civilization, Master of Orion, Galactic Civilizations

Explorer

Physics Puzzler
Real-time Strategy
Flight Simulator
Space Shooter
Music
Simulation
Social
Online Gambling

Half-Life 2, Portal, World of Goo
Age of Empires, StarCraft, Supreme Commander
Falcon 4.0, Microsoft Flight Simulator X
Wing Commander, Freelancer
Rock Band, Guitar Hero, Audiosurf
SimCity, Balance of Power, Railroad Tycoon
FarmVille, Mafia Wars
Blackjack, Texas Hold-Em Poker

Killer, Explorer
Achiever, Killer
Killer, Explorer
Achiever, Killer
Killer, Socializer
Explorer
Socializer, Achiever
Killer, Achiever

Guillaume BENOIT - 2013

20
Bartle’s Players Expectations

Guillaume BENOIT - 2013

21
4 funny types of players

People

Killer

Hard

People

Socializer

Achiever
Easy

Serious

Explorer

Environment

Action

Interaction
Guillaume BENOIT - 2013

22
Lazzaro’s 4 types of fun

Guillaume BENOIT - 2013

23
Bartle’s 8 types of Motivation

Guillaume BENOIT - 2013

24
Marczwski’s User’s Types

Guillaume BENOIT - 2013

25
Myers and Briggs’ Type Indicator

Guillaume BENOIT - 2013

26
Myers and Briggs’ States of Mind

Guillaume BENOIT - 2013

27
Demographic Game Design 1

Conqueror
(TJ)

Participant
(FJ)

Manager
(TP)

Wanderer
(FP)

Feeling

Thinking

Judging

Perceiving
Guillaume BENOIT - 2013

28
Demographic Game Design 1

Conqueror
(TJ)

Participant
(FJ)

Manager
(TP)

Wanderer
(FP)

Feeling

Thinking

Judging

Perceiving
Guillaume BENOIT - 2013

29
Demographic Game Design 1

Conqueror
(TJ)

Participant
(FJ)

Manager
(TP)

Wanderer
(FP)

Feeling

Thinking

Judging

Perceiving
Guillaume BENOIT - 2013

30
Demographic Game Design 1

Conqueror
(TJ)

Participant
(FJ)

Manager
(TP)

Wanderer
(FP)

Feeling

Thinking

Judging

Perceiving
Guillaume BENOIT - 2013

31
Demographic Game Design 1
Introversion

Casual

Casual

Sensing

Casual

Intuition

Hardcore

Extraversion
Guillaume BENOIT - 2013

32
Demographic Game Design 1
Conqueror
(TJ)

Participant
(FJ)

Hardcore – Hx (IN)

Manager
(TP)

Wanderer
(FP)

Casual – Cx (IS/ES)

Fun | Progress | Story | Social
Guillaume BENOIT - 2013

33
Demographic Game Design 1

Idealist
(NF)

Artisan
(SP)

Rational
(NT)

Guardian
(SJ)

Externals

Internals

Change

Structure
Guillaume BENOIT - 2013

34
Demographic Game Design 1

Idealist
(NF)

Artisan
(SP)

Rational
(NT)

Guardian
(SJ)

Externals

Internals

Change

Structure
Guillaume BENOIT - 2013

35
Demographic Game Design 1

Idealist
(NF)

Artisan
(SP)

Rational
(NT)

Guardian
(SJ)

Externals

Internals

Change

Structure
Guillaume BENOIT - 2013

36
Demographic Game Design 1

Idealist
(NF)

Artisan
(SP)

Rational
(NT)

Guardian
(SJ)

Externals

Internals

Change

Structure
Guillaume BENOIT - 2013

37
Demographic Game Design 1
Idealist
(NF)

Artisan
(SP)

Rational
(NT)

Guardian
(SJ)

Diplomatic

Tactical

Strategic

Logistic

Flow | Challenge
Guillaume BENOIT - 2013

38
CASE STUDY
Theories

Guillaume BENOIT - 2013

New toys, Characters, Emotions,
Interaction through talks

Cx (ES)

Sense of Progression

Temperament

Simple
Attractive
Curious
Communication
Emotional

Wanderer (FP)

Type of player

-

Features

Playstyle

ESFP

Type

Artisan (SP)

Tactical, Fun-loving, Realistic,
Unconventional, Spontaneous, Seek
stimulation, Prize freedom

Lazzaro

Easy Fun

Imagination, Discovery, Exploration,
Creativity, Uncertainty

Achiever

Accumulating treasure, Points-gathering,
Rising in levels, Status, Hierarchy,
Competition

Mimicry – Ilinx

Imaginary universe; Elaborate, Complex
and surprising; Simulation; Invention
Movement, Dizziness, Disorder, Physical
Activities, High speed, Visceral

Bartle
Caillois

39
MDA

Guillaume BENOIT - 2013

40
ADM

Behavior

Guillaume BENOIT - 2013

Feelings

41
Player’s Journey

Guillaume BENOIT - 2013

42
Uncanny Valley

Guillaume BENOIT - 2013

43
Uncanny Valley - Graphic

Guillaume BENOIT - 2013

44
Uncanny Valley - Mechanic

Guillaume BENOIT - 2013

45
Persona

Guillaume BENOIT - 2013

46
Game Design Gameloop
Player
&
Persona
Features

Flow

&

&

Game
Mechanics

Pacing

DGD1
&

&

MDA

Guillaume BENOIT - 2013

Types
Fun
47
Conclusion
• Framework

• Heuristic Methodology

• Reduce Risks
Guillaume BENOIT - 2013

48
Conclusion
• Not a Miracle Solution

• Game Designers Needed

• Innovate
Guillaume BENOIT - 2013

49
Open to others fields

Guillaume BENOIT - 2013

50
Thanks

Guillaume BENOIT - 2013

51
Questions ?
• Pourlejeu
• Guil_benoit
• Guillaume BENOIT
Guillaume BENOIT - 2013

52

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How psychology helps design better games (nasscom gdc 2013)

Hinweis der Redaktion

  1. Game Analysis
  2. Campbell / Vogler / Ian Evans
  3. Multiple « story arc » for a singlelevel …Mental and behaviors
  4. Csikszentmihalyi  // Jesse Schell (the art of gd)
  5. Csikszentmihalyi  // Jesse Schell (the art of gd)
  6. Csikszentmihalyi  // Jesse Schell (the art of gd)
  7. Ami Jo Kim
  8. 4 dichotomiesExtraverted / IntravertedIntuition / SensingFeeling / ThinkingPerceiving / Judging
  9. 4 Play typesHx & CxStyles of PlayKersey’ Temperament & Beren’s Skill sets
  10. 4 Play typesHx & CxStyles of PlayKersey’ Temperament & Beren’s Skill sets
  11. Salman Khan
  12. Robin Hunicke, Marc LeBlanc, Robert Zubek
  13. HR : Jung Test / EnneagramPM: Agile & WaterfallPG:Extreme Programming