Skip to Content
 

What drives players to play a game?

27 replies [Last post]
OutsideLime
Offline
Joined: 12/31/1969

Quote:
Those of us struggling with game rules take note. Once you know your player's motivation, draw the rules from your given theme.

So what is the player's Need in SofC? Axis and Allies? Go? Magic? Twixt? Can it be boiled down to a statement, a few words? Because I think Need is THE sell point. And I suspect most of us hope to sell!

This is from a different thread, (from the mind of Lor) but I thought that it was a very thought-provoking and deserved some attention for itself.

I don't have the time right now to put up my own thoughts on the matter, but I will later... in the meantime, what do you guys think?

jwarrend
Offline
Joined: 08/03/2008
What drives players to play a game?

I don't think I agree with Lor's analysis. To the extent that I understand him, he seems to be saying that the appeal of a game is that set of actions that it allows the player to pretend that he's engaging in (eg kill, conquer, destroy, etc) that he could never engage in in real life.

First, I disagree because I think couching this concept in language of "needing" adopts a certain view of human nature that I certainly can't subscribe to -- the idea that we'd all be pirates, dragonslayers, merchants, mafia kingpins, (or whatever roles a game puts us in) if only we could. If this were even true, it could only be so because games and stories have whitewashed all of the practical aspects of the characters that they romanticize (those that even exist in reality) -- I'm sure the average pirate or knight from history would trade lives with us in an eyeblink.

Second, I disagree because I think, contrary to Lor, that theme is much more important that "need". I do agree with him that games afford a certain amount of escapism, and that this is a huge part of their appeal, but for me, the appeal of a game isn't what actions I get to pretend I'm taking so much as how immersive the experience of playing the game is. I've enjoyed equally the immersive experience of trying to destroy the One Ring before Sauron catches us (Lord of the Rings), commisioning medieval artists and scholars to perform excellent works (Princes of Florence), and wheeling and dealing in the NY city real estate market (Chinatown). The common thread in these games isn't the types of actions that are simulated, but the overall coherence of the game's mechanics, play style and visual presentation with its purported theme.

In that sense, I see the concept of "need" to be subordinate to theming. I've posted more thoughts on this subject a while back in a thread called "Separating the thematic wheat from the chaff", and it gives my thoughts on the ingredients that must be present to take a theme concept and turn it into a working game. The concepts of "representation" (who is the player supposed to be?) and "source of tension" (what is he struggling against?) are, I think, related to what Lor is talking about with "need", but expressed in a slightly different way.

Having said all this, it's possible I've not fully understood Lor's argument, so feel free to correct me if that appears to be the case.

Thanks,

Jeff

Hedge-o-Matic
Hedge-o-Matic's picture
Offline
Joined: 07/30/2008
What drives players to play a game?

What makes a game fun for me is obviously the emersive experience, but, viewed more abstractly, it's the sense of having my choice of action constrained, and still struggling toward a given goal. I suppose that's why I've been designing so many abstract games in recent years, since they are like an invisible filter that only allows certain very limited action to become reality, and yet they remain hugely enjoyable.

The idea of limits to what you can do being fun is grasped very early. "Make believe", for all its early charms, soon palls, since kids learn early to declare "You can't do that!", and get answers of "Yes I can!" in return. The idea of a moderator occurs, someone who really has the authority to say "Well, no, you can't." This is the point at which kids start to play games with set rules, so that when they say something isn't allowed, they are backed up by some authority.

So, for me, the emmersion doesn't have to come from a theme, but from a clear set of boundaries on my actions. Hazy rules writing lessens the fun factor because the clear filter of action dissappears. Complexity beyond a certain point does the same, since the rules may be black and white, but at a level of detail that becomes like the fractal coastline of Britain: present, but always yeilding to greater complexity, and creating a zone of unintentional gray.

So, at the most basic level, I'd say that players play games so that they can do more with less. Even ASL, with its phonebook of rules, is satisfying in this way, since players are continually trying to set up situations where most of the considerations go in their favor, and need not be considered or calculated in order to achieve some objective. This is the reason that heavy grognards love detail: so that they can let the hurricane of numbers hit their opponants, while they stay safely in the eye of a storm they themselves have arranged.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
What drives players to play a game?

Hedge-o-Matic wrote:
So, for me, the immersion doesn't have to come from a theme, but from a clear set of boundaries on my actions. [...] So, at the most basic level, I'd say that players play games so that they can do more with less.

I'd largely go along with that. I don't think it matters what the theme implies that the players are representing - as long as some sort of effort is taken to find a vague correlation between the mechanisms and the theme! - but it does matter that there should be strategic and/or tactical elements for the players to employ within the game system that enables them to achieve their goals*. (Note: this obviously explicitly excludes party games - and Fluxx :-) - but as they don't have an immersive element this may not be an issue.)

*what's interesting here is that a player's goals don't necessarily have to include actually winning the game if the environment is sufficiently involving; you might even say immersive...

Zzzzz
Zzzzz's picture
Offline
Joined: 06/20/2008
What drives players to play a game?

Scurra wrote:

*what's interesting here is that a player's goals don't necessarily have to include actually winning the game if the environment is sufficiently involving; you might even say immersive...

And this would be one of the reason why we as designers need to mold an *experence* for our players. Games are about entertainment, and entertainment does not have to involve winning, though winning is fun too! Think of all the games you have played, and think about those where you *lose* and still want to play again.

Human nature of many people is the desire to win, but if you keep losing a game, what makes people want to play it again? The experience! People will not want to play a game where they lose and found the game *boring*, but will continue to play a game that gave them a fun experience. Again it is the experience and enterainment value that designers add to the game that can people coming back for more.

And beyond that, having an abstract game versus a themed game is no different than having a drama movie or action movie. They are both different forms of an experience and entertainment, and both have a different audience to which they appeal.

Stainer
Offline
Joined: 12/31/1969
What drives players to play a game?

What drives players to play a game? Fun. It's pure and simple. But what is fun? Fun is different for every person. Everybody experiences fun in a different way. Some people have fun playing chess, and other don't.

So, when game designers are building games, the experience they want to create is 'fun'.

Also, people expect to have fun while playing a game. Nobody goes out and buys a game saying "Well, I'm not going to have fun with this, but I'll buy it anyways". And if that expectation is broken and the player doesn't have fun, they well most likely not play the game again. Think of food. Would you go out and buy food that you think tastes bad? Probably not... unless it has some other benefit to it (think of medicine... gross and disgusting medicine). But games are bought for fun, and, at least in my opinion, for no other reason.

Just my 2 cents.

Rob

theraje
Offline
Joined: 12/31/1969
What drives players to play a game?

Personally, I think a more apt question would be, "why do players play games?" The difference in the two questions may not be apparent, but it is different.

Some do it for the pleasure of winning, plain and simple. They want to be the best at something. It's similar to the need to "conquer," only on the player's own grounds.

Some people like to play games in expression of their creativity (my personal quirk). Games like Magic, D&D, and other games that require a heavy dose of imagination to be good at.

Others find joy in practicing critical thinking. Whether it be Chess, Go, or what have you, some people just like to contemplate the perfect moves for minutes, even hours on end.

Chance is also a heavy influence on gaming preferences. Those who like to take risks are often very serious players as well. Texas Hold 'em is an extremely popular game that mostly involves chance (as well as analysis).

Then there are those who like combinations of those games. There are probably also other categories I may have left out. Basically, I'm just saying that games (and the way you play them) tell a lot about the kind of person you are. It's not so important what it is that gets people playing, as it is why they play the games they do. That's what really counts, IMO.

That's why there is no "magic formula" to games. Sometimes they are successful, while others are total flops. If it doesn't cater strongly (not necessarily "done to death," but in a well-tuned manner) to one of these categories, then most likely it will never really "take off," since it won't cater to any of the winners, or artistics, or brainiacs, or the risk-takers. And I'm pretty sure most of the people you know fall into at least one or two of those categories.

Stainer
Offline
Joined: 12/31/1969
What drives players to play a game?

Hi theraje

Quote:
Personally, I think a more apt question would be, "why do players play games?" The difference in the two questions may not be apparent, but it is different.

Would you be willing to explain this further? I'd like to see why you think the questions "Why do players play games" and "what drives players to play games" (the title of the thread) are different?

IMO, they are in fact the same question, just worded differently. All the examples you provided of why people play games, are also driving forces for people. Those are the reasons that drive players to play games.

For example, you say

Quote:
Some do it for the pleasure of winning, plain and simple. They want to be the best at something. It's similar to the need to "conquer," only on the player's own grounds.
. Then winning for this person is fun, and that's what drives the player to play.

Personally, I think all of your example can be summed up with the word Fun. People experience pleasure (or fun) in different ways. Each of the examples you provided give reasons why people have fun. Some have fun problem solving, others have fun winning, and yet others have fun taking risks.

I agree when you say there is no magic formula for game designing. In fact, to me, that's what makes game designing Fun! I want to make that magic formula and make everybody have fun. It's a drive for me to continue until I get it right. But alas, I still understand that everybody is different and not everybody will have fun playing my games.

Great discussions on the boards today! I'm having Fun!

Rob

theraje
Offline
Joined: 12/31/1969
What drives players to play a game?

Stainer wrote:
Quote:
Personally, I think a more apt question would be, "why do players play games?" The difference in the two questions may not be apparent, but it is different.

Would you be willing to explain this further? I'd like to see why you think the questions "Why do players play games" and "what drives players to play games" (the title of the thread) are different?

Like I said, the difference may not be apparent. :)

It's not so much that the answers are different per se, but that the way you ask yourself this question can affect the way you approach your answer. But, like anything psychological, it affects different people in different ways (including not at all).

Stainer wrote:
For example, you say
Quote:
Some do it for the pleasure of winning, plain and simple. They want to be the best at something. It's similar to the need to "conquer," only on the player's own grounds.
. Then winning for this person is fun, and that's what drives the player to play.

Personally, I think all of your example can be summed up with the word Fun. People experience pleasure (or fun) in different ways. Each of the examples you provided give reasons why people have fun. Some have fun problem solving, others have fun winning, and yet others have fun taking risks.

Yes, but what is "fun?" It means different things to different people, so it is utterly meaningless until one defines it for himself or herself. The categories I listed were merely for demonstration purposes - to show that there is no "philosopher's stone" of game design.

Stainer wrote:
I agree when you say there is no magic formula for game designing. In fact, to me, that's what makes game designing Fun! I want to make that magic formula and make everybody have fun. It's a drive for me to continue until I get it right. But alas, I still understand that everybody is different and not everybody will have fun playing my games.

The pursuit of the game design "philosopher's stone" is your bag, and there is absolutely nothing wrong with that (it would be a problem however if you spent every day saying, "meh, I think I'll make a lackluster clone of someone else's game" :P). But the pursuit of such a thing requires constant reminders of the basics (which I wrote), else they will be taken for granted, followed by forgotten. The key to succeeding at anything is discipline. Anyone who asks, "What will make people play my game," rather than, "Why will people play my game," reeks of a lack of discipline (that statement is based purely on my own perception, so please don't take offense!). I think anyone who has to ask the question in the first place has gotten lax in his or her discipline (unless they were out to "research" other's thoughts, in which case they were practicing their discipline well).

Do I sound corny or what? o_O

Stainer
Offline
Joined: 12/31/1969
What drives players to play a game?

Ahh, now I understand what you're saying.

Let me know if you think I'm wrong. Basically, the first statement "what drives people to play games" is really just saying "what elements of a game will make people play it", or it can be said even better as "what elements of a game are fun".

The second statement, which is yours, says "what causes people to play a game". And I think that can be answered quite easily, with the word 'fun'.

So the second statement is more theoretical, and abstract. Whereas, the first one is more in the application method, and the how-to method of building a game. What elements should I include to make the game fun?

Quote:
Yes, but what is "fun?" It means different things to different people, so it is utterly meaningless until one defines it for himself or herself.

I don't agree with you here. The meaning of fun is quite clear. Something fun is enjoyable. When somebody is having fun, they are enjoying themselves. It doesn't mean different things to different people (everybody knows what fun is), but rather different people have fun doing different things.

The goal of a game is to create an enjoyable experience. You want people to have fun. What causes that person to have fun is the game. And fun is why the person plays our games.

So the next question is what elements in a game are fun? That is something that should be explored further. To be a great designer, you have to have a feel for what causes a player to enjoy the game. You should take that feeling and try to build on it and make the game even more enjoyable for the player.

Rob

dete
Offline
Joined: 12/31/1969
What drives players to play a game?

I have been training in martial arts since junior high,
the last 10 yrs. my training has been in MMA (mixed martial arts)
a new sport that allows competitors to fight standing, or
close against each other in the clinch, or on the ground, which
allows people from various styles to compete in a unified testing
ground.

Basically we spar a lot. More than 50% of our training is
under full resistance, rather than demonstrating and mimic.

I can say that for me, this has allowed me to really control and
improve my temper.
what is a person cutting me off and giving me the finger in traffic
compared to a guy trying to break my arm or choke me unconscious?
The little things don't bother me as much any more.

People who don't know what it's like to be in a real fight, to have
someone trying to knock your head off, to be smothered on the
ground after your dead tired, to go home bruised and sore on
a regular basis, regular people hold so much inside,

you can call my sport brutal, but it has made me more civil,
many times we say, Brazilian Jiu-jitsu is like Chess with your
whole body. And if you loose......... you don't just loose, you
get your booty handed to you.

But none of the less it is a game. In it there is fantasy of winning
and being undefeated champ or the greatest ever, whatever,

but the main thing is our human need, so I agree with the original
post. If we don't have games, we become internally sick.

theraje
Offline
Joined: 12/31/1969
What drives players to play a game?

Stainer wrote:
Ahh, now I understand what you're saying.

Let me know if you think I'm wrong. Basically, the first statement "what drives people to play games" is really just saying "what elements of a game will make people play it", or it can be said even better as "what elements of a game are fun".

The second statement, which is yours, says "what causes people to play a game". And I think that can be answered quite easily, with the word 'fun'.

So the second statement is more theoretical, and abstract. Whereas, the first one is more in the application method, and the how-to method of building a game. What elements should I include to make the game fun?

Yeah, that's what I was trying to get across.

Stainer wrote:
Quote:
Yes, but what is "fun?" It means different things to different people, so it is utterly meaningless until one defines it for himself or herself.

I don't agree with you here. The meaning of fun is quite clear. Something fun is enjoyable. When somebody is having fun, they are enjoying themselves. It doesn't mean different things to different people (everybody knows what fun is), but rather different people have fun doing different things.

The goal of a game is to create an enjoyable experience. You want people to have fun. What causes that person to have fun is the game. And fun is why the person plays our games.

I didn't mean to imply that the literal definition of fun is different amongst people, but rather the question "what is fun." When you ask someone what is fun, rather than ask what fun is, you'll get very different answers dependent on who you ask.

Quote:
So the next question is what elements in a game are fun? That is something that should be explored further. To be a great designer, you have to have a feel for what causes a player to enjoy the game. You should take that feeling and try to build on it and make the game even more enjoyable for the player.

When most people say they like a game, most likely it will fall into one of those categories. "I like winning," "I like making cool combos," "I like the strategy," or "I like the thrill of the chance" will come out of many people's mouths. Perhaps not verbatim, but close. Everyone likes different games for different reasons. It could be that the game allows the player to pursue their desires, express their creativity, hone their critical thinking, and/or take big risks.

A good way to approach game design is to take one of these things (or more, or even something not listed here... perhaps collecting things would be a good addition) and build on it. Create, design, innovate. And, of course, playtest until your eyes implode. Discover what works and what doesn't. Just remember that since different people find different things fun, it is most unlikely that everyone will like it... but if they do, you've probably struck on something worth pursuing.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
What drives players to play a game?

theraje wrote:
When most people say they like a game, most likely it will fall into one of those categories. "I like winning," "I like making cool combos," "I like the strategy," or "I like the thrill of the chance" will come out of many people's mouths.

I think Mark Rosewater (senior designer on Magic:the Gathering) has been mentioned before, but he often talks about how Magic players come in three types: Timmys, Spikes and Johnnies. Timmys just enjoy beating people around the head with big creatures. Johnnies enjoy making absurd combos and clever decks that win when they work and lose when they don't. And Spikes just care about winning. And he talks often about the challenge of designing a game that keeps all three of these types of player happy, which is not an easy job (as the old joke goes: when everyone complains to you, you must be doing something right!) So yeah, I tend to agree that settling for just one of these aspects is a good place to start.

I am often surprised by the reactions of my testers - I usually think I can predict which of them will like a game and which of them won't, but sometimes it just won't work that way (admittedly often it's because none of them like it :-) But as a result there can be a danger of considering the market-testing to be more important than the actual product...

gpetersz
gpetersz's picture
Offline
Joined: 02/18/2009
What drives players to play a game?

Ugh. Then I am a 4th type, or a mixed one.
I don't really care about winning, but I like when I win. I like to beat others with biggies, and I like tricky combos as well.

Another factor: I really love the arts on the cards (I am an artist too) and this
makes it real fun (but this sometimes lessens my performance, when I am lost in a very good image :)) (you can call this "theme")

So in my case: how you play 50%, how it is served (theme, outlook) is another 50%.

Stainer
Offline
Joined: 12/31/1969
What drives players to play a game?

Quote:
A good way to approach game design is to take one of these things (or more, or even something not listed here... perhaps collecting things would be a good addition) and build on it. Create, design, innovate

I agree with this. I approach game design by finding something I enjoy and building on it. I really enjoy risk taking (in fact, gambling games are my favourite... no I'm not an addicted gambler... but that's what all the addicts say right? lol)

The next step I look for is finding a unique (or slightly unique) mechanic and build around it. I never start with a theme and rarely do I have a goal in mind. I say to myself "I want this to be a risk taking game. Now I need a mechanic that is based around risk." and I get to work on building a mechanic.

I think the best way to learn how to build games is to disect existing games. Take them apart and see what makes them tick. There should be more of that on these boards. We should have a weekly lecture (not spoken, but written... in essay form) about a game that we disect. I would be willing to start this if there is enough interest and it opens discussions and debates.

Rob

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
What drives players to play a game?

Oh, I don't think Mr Rosewater was implying that there aren't all the permutations as well, and in varying degrees. But as a way to divide the different approaches to Magic, it's quite a good one.
(I'm a pure Johnny - it's weird combos all the way for me; why win in traditional ways? - but I know people who cover all the mixes. It sounds to me as though you'd be considered a Timmy-Johnny mix, where the "serious" play takes second-place to other factors.)

Infernal
Offline
Joined: 12/31/1969
What drives players to play a game?

The reson I think that people play games; is that they are human.

The reson for this is that humans are social animals and the game environment is a tool that we use to explore the social landscape and we can try out different actions that may be considered unacceptable in an environment that the conciquences are limited to the game situation. We have evolved this as a method of learning and it has an associatede emotion (which has also evolved and is available to other activities as well) which is FUN.

Games have their main place in childhood (and children are avid game players), however we have retained this ability to have fun (and the desire to play games) into adulthood. This has been a big advantage to us as it has allowed the formation of large and complex social structures. As adults we can seperate "Normal" life and "Play" life (well most can, there are some that cannot) and use it to build social bonds, test out potential social connections (see how they react to various situations) and test others social fittness compared to our own without sparking real conflict.

The fact that we can do this and that so few can't is a demonstration of the effectiveness of this evolutionary pressure. This trype of behaviour can be seen in other animals as well. Dog (who share a large chunk of evolutionary history with humans) also love to play as well.

Animals that play have even evolved signals that indicate that they are at play. We smile, laugh and have more open gestures, Dogs wag their tail and make particualr noises, apes also have particular noises that they use to indicat play (in fact it is similar to our own behaviours to indicat play).

We play games because they are fun. We find games fun because we have evolved to be attracted to theis behaviour.

So therefore, we paly games because we are Human.

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
What drives players to play a game?

Infernal wrote:
So therefore, we play games because we are Human.
Ah yes, the "Homo Ludens" theory. I'm not sure that this is actually entirely relevant, unless you are suggesting that your dog will one day be quite good at Chess... I don't disagree with the argument that because we are social animals we use play as part of our interactions, but sophisticated games may actually belong in a different "compartment" as it were. Mind you, I'm not a socio-anthopologist, so what do I know? ;-)

(As an aside, a quote from one of my favourite comedians: What separates us from the animals? Consonants. Listen to a monkey. It goes 'ooo-ooo, aaa, eee-eee, ooo-ooo'. Not a consonant in sight." :-))

jwarrend
Offline
Joined: 08/03/2008
What drives players to play a game?

theraje wrote:
Personally, I think a more apt question would be, "why do players play games?" The difference in the two questions may not be apparent, but it is different.

I agree that it's a different question; in fact, I think it's so different that it deserves a different thread, because it has veered this discussion completely away from the original question and into a vague, nebulous land where we vainly attempt to quantify "fun".

The original question, I think, seemed to pertain more to what causes players to select a specific game. Lor introduced the idea that it was "need", ie, that there are certain actions we "need" to take at some level, and a game that lets us imitate those actions will appeal to us. I think the discussion accepted as a given that people play games, that games are fun, etc.

The question of why people play games in the first place is interesting, but different. Perhaps I'll use my admin abilities to separate this into two different threads so both subjects can get equal treatment, because they are quite different.

-Jeff

Infernal
Offline
Joined: 12/31/1969
What drives players to play a game?

Quote:
I'm not sure that this is actually entirely relevant, unless you are suggesting that your dog will one day be quite good at Chess...

Not unless they get a lot better at resoning and abstract thought.

But I bet there are some games that one could devise that would allow both canine and human players, though they would be closer to sports than board games (those opposeable thumbs are great arn't they...).

Infact there is one called "Fly Ball" which is a team game with both dogs and humans on the smae team compeating with other teams. The dogs obviously enjoy the game/sport and seem eger to play. So yes dogs do play games and it seems that their motivations for doing so are similar to ours.

The play for enjoyment. This enjoyment stems from the fact that the have a "Nest". This is the term to describe a time in an animals life where it has protection while it develops the ability to take care of it's self.

Nest environments allow time and safty for "Play". this allows animals to develop complex behavioural patterns that will aid it in survival. And because these behaviour patterns don't need to be encoded in DNA then it can change radicaly from generation to generation and adapt faster than instinctual behaviours (I bet Homo Erectus, didn't need the ability to program a Video Game in C++).

It is from this base that our game playing drives come from.

Lor
Lor's picture
Offline
Joined: 12/31/1969
What drives players to play a game?

theraje wrote:
If the pursuit of the game design "philosopher's stone" is your bag, and there is absolutely nothing wrong with that.

Your game will express its philosophy whether you like it or not! IMHO, better to understand and control its shape. For me, that's what design is about.

jwarrend wrote:
I don't think I agree with Lor's analysis. To the extent that I understand him, he seems to be saying that the appeal of a game is that set of actions that it allows the player to pretend that he's engaging in (eg kill, conquer, destroy, etc) that he could never engage in in real life.

Again-- who said anything about "pretending"? Being able to perform these actions on a harmless model scale is extraordinarily liberating. I don't buy a game to "pretend"-- I don't go to a movie to pretend. I pay to "be there." I go to lose myself for a while. You yourself celebrate immersion as a sell value, and I agree with it.

The whole pretend attraction of a "game" is a given, along with generic need for fun and escapism potential. We're drilling deeper here. Not easy, but it's happening-- and thank you for segregating the thread!

What interests me, and explains the investigation I brought up here among you big brains at this excellent forum site -- are the "need buttons" that are *really* being pushed in games in general, and specifically in the wildly popular games.

If I understand the underlying "strange attractors" of those more completely I know better how to fashion my themes, my rules and of course the visual design. The quest to identify Player Need is partially selfish, partially sharing, hopefully a win-win.

My hope is eventually the moderators assemble everybody's input here into a downloadable PDF branching list or outline from general to specific need.

jwarrend wrote:
First, I disagree because I think couching this concept in language of "needing" adopts a certain view of human nature that I certainly can't subscribe to -- the idea that we'd all be pirates, dragonslayers, merchants, mafia kingpins, (or whatever roles a game puts us in) if only we could.

You betcha! LOL. William Golding and "Lord of the Flies." Why is it that our high school teachers need to remind us of our essemtially animal nature? Gaming pulls us out of our conventional environments just like a travel accident exiles a group on a desert island: the premise of Gilligan's Island, Lost, and Golding's novel. Very rich lode. IMHO, "Flies" tromps them all with its complex social structure driven by need to survive and to rewrite-- I almost said "recreate"-- the society they were pulled from.
(Hm! No match found in my search for a "Flies" game at BoardGeekGames. Could that have been overlooked?)

jwarrend wrote:
I've enjoyed equally the immersive experience of trying to destroy the One Ring before Sauron catches us ... (edit)...The common thread in these games isn't the types of actions that are simulated, but the overall coherence of the game's mechanics, play style and visual presentation with its purported theme..

The UMWELT of the game-- the world around one. Absolutely! I need to know what buttons do they push in you? As you say, these design elements are not things unto themselves. They derive from an artist in touch knowingly or unconsciously with primitive needs and they stimulate in a very uncanny way, depending upon the skill and wisdom of the designer. We can and do leverage these and build themes upon them in every successful game. We're attempting to CAN them here, for foundation inspiration.

jwarrend wrote:
The concepts of "representation" (who is the player supposed to be?) and "source of tension" (what is he struggling against?) are, I think, related to what Lor is talking about with "need", but expressed in a slightly different way.

I read that thread and it's thoughtful. My problem is that you gloss over Sources of Tension-- the example you give is: player struggling against a machine. A couple folks began filling in "player interaction" which is crucial. Not what-- WHO. From individuals to armies, it's other people! Many games are inspired by real-world you-against-them tension-- historic events, social misunderstandings or suspicion, conflicting goals. That's a mother lode! It can be peer pressure, injustice or some modern day irony foisted by other people-- the so-called German style games come to mind. It's the same rich vein mined by screenwriters and novelists to tell stories about us.

Anybody remember the Steve Jackson game "Ogre"? I played the computer version. It was basically you against a killer supertank. I remember I wanted to try and humanize this so much I contacted him about a spinoff screenplay. He wasn't interested. Meanwhile I outgrew it.

The list is good. I worry about being seduced by game mechanics, look and feel. I would approach your list from the reverse: Goal, Tension/Interaction, Visual and Mechanical Representation. Mechanics ring false unless they emerge from the theme, which comes from the game object, which ultimately emerges from some address in the unconscious.

I just need the street number.

Another rich generic drive -- Infernal's NEST! This needs to be celebrated:

Infernal wrote:
]Nest environments allow time and safty for "Play". this allows animals to develop complex behavioural patterns that will aid it in survival.

Beautiful. It's so obvious when you think about it. This works on two or three levels one of which Infernal covered-- it's a survival mechanism. Model reality and learn how to cope before hitting the outside world-- "the Game of Life," remember that? Big seller.

Another is the warm cozy feeling you get when *contained* by the borders of a game. Jeff speaks of immersion in the play. Crucial attraction! You're definitely going to be immersed in a game with a hundred or more pieces to be deployed-- if not overrun. But the underlying need I think he describes deals with the enjoyment of being within a complex contained world, and by the "borders" of a game I mean not only the physical borders but the orderly rules of play, movement, card value points, and even the constrained ability to be devious, which every wise designer builds in.

So the Nest concept for me is a very real generic need, and the more violent the potential, the greater the need for containment.

Last element to celebrate, nicely brought up by one of you and please forgive me, I cannot find it (please identify-- it may be from another thread)--

"Why do I play if I keep losing? What's the attraction?"

But the answer somehow didn't satisfy me. I think it's two or three things:

First, the need to apply yourself, to strive, to push out, to stretch. That's a really primitive need I don't fully understand-- even though I experience it myself-- but I guess every now and then we get very dissatisfied with ourselves and decide to change things. I've seen marriages break up over this need because one or both felt trapped and stagnant. I have one friend who needed to change his office layout every week-- a harmless game he played with himself. He has a form of ADHD. But we seem to get itchy and need to move, and usually to a better state of existence with new choices. We take unusual or seemingly unnecessary risk, so I call it need to GROW. "I just need my own space, I'm suffocating here."

Another is to make an impact on others-- to be significant--- the need to tell 'em you EXIST. Like a lot of these needs, they aren't on equivalent planes, (I would charge to figure that out) it's all a matter of degree and volume level. Some players insist upon telling you they're here by utterly stomping you. "Well, yeah, somebody has to win!" Good excuse!

Related, but different, the need to discourse with others-- to BELONG. " I like getting out, hanging with the guys." (Oh, boy, here come the group descriptors-- a troup of baboons, a flock of geese, a pride of lions...a cult of gamers? lol.)

These needs well addressed will carry many a losing gamer to the utter end-- including me! "I just like to play 'cause it's fun." So the game mechanic is crucial because it is the set of tools that keeps us busy satisfying the need even while losing atrociously, and of course we need to express it over and over again or we ain't alive...

.. or as Dete indicates, we get sick.

Keep 'em coming...!

jwarrend
Offline
Joined: 08/03/2008
What drives players to play a game?

Lor wrote:

Again-- who said anything about "pretending"? Being able to perform these actions on a harmless model scale is extraordinarily liberating. I don't buy a game to "pretend"-- I don't go to a movie to pretend. I pay to "be there." I go to lose myself for a while. You yourself celebrate immersion as a sell value, and I agree with it.

Yes, but it's not real. You're not really there. It's all pretend. The point you've been making is that this act of pretending is desirable because it substitutes for needs that we feel but can't satisfy elsewhere.

Quote:

My hope is eventually the moderators assemble everybody's input here into a downloadable PDF branching list or outline from general to specific need.

That will probably never happen. But you're free to do such a thing yourself!

Quote:

You betcha! LOL. William Golding and "Lord of the Flies." Why is it that our high school teachers need to remind us of our essemtially animal nature?

Golding's book is a work of fiction. What real-world evidence can you adduce to convince me that the reason I play games is not the reasons I've given (academic interest in the mechanics, appreciation for good theme-mechanics-components blend creation "immersion", social interaction), but is actually a response to a "primal urge"? In other words, why does everything have to be about primal urges? Why can't we understand behavior as being a result of concious choices ? I feel like you're assuming your conclusion throughout your entire argument.

Quote:

(Hm! No match found in my search for a "Flies" game at BoardGeekGames. Could that have been overlooked?)

I actually had a game in the works a few years back, but it was a monstrosity of complexity. I may dust it off some day.

Quote:

I read that thread and it's thoughtful. My problem is that you gloss over Sources of Tension-- the example you give is: player struggling against a machine.

I'll clarify what that post was trying to do -- it was trying to give a method to go from a theme concept to a game. It wasn't meant to exhaustively catalog all of the possible solutions to how to do that, just to outline some possible guideposts that such an endeavor would likely pass. I agree, digging into sources of tension could be a great discussion.

-Jeff

Lor
Lor's picture
Offline
Joined: 12/31/1969
What drives players to play a game?

Jeff-

Quote:

Golding's book is a work of fiction.

What's your point? It's based on his knowledge of human behavior and is dispensed to millions of high school students throughout the world for SOME reason. And that is not fiction.

Quote:
What real-world evidence can you adduce to convince me that the reason I play games is not the reasons I've given ... (edit)...why does everything have to be about primal urges? Why can't we understand behavior as being a result of concious choices ?

Well, I'm giving the wrong impression then. You're treating "need" as two things: first, a dark villainous puppet-string control over us which we cannot shake, which is garbage.Throw that out. We control need every day, and use it creatively. Second, as though as it's some cinematic adolescent destructo wolf-like urge of puberty with a chainsaw in one hand and a laser blaster in the other. Nonsense. Only PART of the story. Needs can also be very subtle, very reasonable, and they're with us our entire lives, and they're mostly quiet, profound and simmering and ongoing. Also, you're viewing them as ALL BAD! Needs got us to where we are on the planet, which is mostly GOOD. They aren't always loud and abject and fearful. They are often like background radiatiion-- they are a fact of the universe but are easily hidden.

It's the dark fearful ones we bring out to play at night with our friends in the game parlor... heheh.

Documentary evidence?? Holy cow, just Google "human need." Maslow comes up second! (The Barbara Taylor site again.) Security, Adventure, Freedom, Exchange, Power, Expansion, Acceptance, Community, Expression. A lot of the discussion goes about subdividing these general areas with regard to specific popular games, which is really valuable, in my view.

I don't want to upset you or anyone else digging into human need, player need or anything which uncovers private stuff they don't want to express. Personally, I roll my eyes when I hear about therapy-- I had it as a kid because my dad's a psych. Hm! I'll ask him what he recommends for game design and theory and share that here.

Just try to view need as it really is, a part of life. And games.

And I'm also saying that the really successful complex games call upon satisfying core needs to carry one through hours of play.

And here's your bombshell-- this floored me.

Quote:
I actually had a game in the works a few years back, but it was a monstrosity of complexity. I may dust it off some day.

A Lord of the Flies board game?? Are you putting me on? Run, don't walk to the feather duster. It could be massive hit.

You will have to acquire the rights from the Golding estate but how could they resist anything which enhances future sales of the classic? Show them the finest prototype you can exactly how it would be produced.

And put me on the test team!! I'll play my Jack card against your Piggy, but I get the conch.

Be aware, the TV show LOST board game is probably on store shelves. The Gilligan's Island game came out, I'm sure I remember that. But a LOTF game properly done would tromp it into the sand-- it's got a presell going back just as far and far more depth.

Since ideas cannot be copyrighted, I guess you could adapt the premise and put your own sand timer on it. But that's neither here nor there.

jwarrend
Offline
Joined: 08/03/2008
What drives players to play a game?

Lor wrote:

A Lord of the Flies board game?? Are you putting me on? Run, don't walk to the feather duster.

I’m glad to hear the game interests you. I never wrote up an actual ruleset, but I can give you a rough synopsis, with many details TBD.

The game was really two subgames in one. There’s an element of dealing with the problems that confront the castaways -- these range from survival problems like food and shelter, to human problems, like fear, shame, etc. There’s also a political element, in which you’re jockeying for position within the tribe and attempting to cobble together a faction of boys. The two games are intertwined, in that successfully dealing with the tribe’s problems gains you political stature, and having extra boys in your faction improves your resource gathering efficiency.

However, the overall goal of the game is very simple: survival. The winner will be the person whose health is the highest at the game end. This has two very nice effects. First, it makes the game amoral. The game makes no judgement as to whether a player becomes “wild”, or remains “civilized” -- either avenue, or some middle road approach, may be successful. Second, it gives the game a built-in story arc whereby initially, the players will probably try to cooperate, but as the game progresses, their tendency should become more selfish, and more aggressive.

The way I’ve modeled the characters may be of interest. Instead of giving the players certain tendencies, I’ve given them certain strengths. So, for example, Piggy is good at coming up with ideas, but he has no gift for leadership. Jack excels at shame and intimidation but is poor at consoling. The game doesn’t preclude you from taking actions that are not your strong suit, but it shepherds you towards the ones that work better for you.

Additionally, the actions you take are influenced by the amount to which you’ve become “wild”. The more wild you become, certain actions become unavailable to you (and similarly, certain actions can’t be taken until you’ve become “wild”). However, your position on the “wildness” track is, for the most part, determined by your own choices: one of the turn options is to adjust your position on the “wildness” track.

In that sense, the game takes a strong view of human agency, perhaps stronger than Golding would affirm; perhaps stronger than you would affirm. I'd be very interested to get your thoughts on the game if it ever gets back onto the front burner.

Mechanically speaking, I believe that the game would consist of a deck of "problem" cards, a deck of "resource" cards, and a deck of "boy" cards. Each game turn, X problems are revealed. The number of boys in your faction determines how many resource cards you draw. The resources are used both to solve problems (eg, "wood" can be used to build a shelter), or to increase your health. After collecting resources, there is a "tribal council" phase, in which each player takes 3 actions. These can include presenting a solution to one of the problems, improving your own personal health, trying to persuade one of the boys to join your faction (including "stealing" them from another faction), or adjusting your "wildness" (need a better term for that).

Quote:
It could be massive hit.

Yeah, I always thought that it could do well if I could find a way to get it into a distribution channel that could sell it to schools, since every ninth grader in the country reads the book. But of course, it also has to be playable by 9th graders. In a way, a roll and move game with a LotF theme would probably be a bigger seller than a German style game, but what can you do.

Thanks for the interest, it may be enough to kick-start this one...

-Jeff

Lor
Lor's picture
Offline
Joined: 12/31/1969
What drives players to play a game?

I will give you every encouragement I can. Some notions, grab 'em for what they're worth:

You say you'll have "Boy cards." It brings up the interesting dynamic of girls playing the boys, especially *with* boys in junior high class. Could be quite a genderbender!

jawarrend wrote:
I’ve given them certain strengths. ... (snip)... The game doesn’t preclude you from taking actions that are not your strong suit, but it shepherds you towards the ones that work better for you.

"Strong suit" gives me an idea. Consider making a card deck which belongs specifically to each character- the Ralph pack, the Piggy pack,the Jack pack, etc to be deployed only by each throughout the adventure. Make the capabilities generic enough to be played anytime but true to character values.

For instance, Ralph, the moral center of the group, has in his deck a Call to Meeting action he can play anytime to cope with a given event, say, Jack seceding. Piggy the beaurocrat/accountant, and Jack the hunter, and the twins and all the rest. Allowing the holder to "play" his charactter "strong suit" -- you've already identified some of them succinctly-- gives players that decisionmaking power which allows one to make an impact. Otherwise, there seems to be a lot of reacting to drawn cards and none of that "DO" something that makes games exciting. I think that would be pretty cool. And nothing precludes one player hijacking another player's capabilities, to move power to him or her.

Love the "civilized to wild" scale, it's right on theme. This could get extremely expressive around the table. And "health" as a winning element, I chuckled. Don't forget Sunstroke! and Sand Blindness! cards.

You gotta have a board for this. It can't be all cards. In one lagoon is the half sunk airliner. In the rocky uplands is a dead parachutist. At the far end is a Marine officer waiting in dress whites-- "Finish." Paths are rough but trackable. Stations represent story points from the novel.

The dead center of the island is a small clearing with the Lord himself, of course, on a stick. Very special thing happen here. When a token lands there the player gets some special kind of hallucinatory wisdom card, or perhaps is forced to wander off track or miss a turn-- or both! And trinkets, necklaces, spears for the pawns. And the Conch. It might just help to sketch out the bones of the novel's real estate if you haven't. I would think of it as a dark verdant fun house ride.

jawarrend wrote:
your position on the “wildness” track is, for the most part, determined by your own choices: one of the turn options is to adjust your position on the “wildness” track.

Not certain how to quantify that without distracting bookeeping, but the balance you describe seems elegant. Maybe throw an additional neck ring around your pawn? You arrive at a certain island station, you acquire a "savage index" ring (a necklace made of pebbles and shells and real tiny animal teeth-- hello, Draconious!), everything color coded. Yellow necklace and you lose your clothes. Blue necklace and you could kill something. Maybe they should be full-size-- maybe the players should wear them as they get wilder!

They always get wilder, don't they? How do you guarantee that progression? Do you give folks any chance of holding onto civility even if you don't score by it?

Amazing how the novel inspires. I have to re-read it! Simple goal, getting there is all the fun!

IMHO, game players today are not afraid of complexity if there's strong coherence to it, and I am certain you (and your playtesters like me) will see to that. I think complexity is IN. You're tackling a game built on so many different character types that I can see the headache you went through. But this seems very worthwhile and I commend your effort.

Think of it as a real blessing that , having adapted existing characters, there is a boundary to it. If the game supports up to 6 or 8 players, develop packages for each major character and put the smaller ones on cards so at least they appear as cameos. Somethng like that.

Keep us informed, this is a true design challenge. It's just like I said a few posts ago, not ALL need is a dark urge-- excuse me, I've just been impaled by a crude spear.

Infernal
Offline
Joined: 12/31/1969
What drives players to play a game?

As a suggestion for the LotF game you could have 2 deck of cards, A Wild and Civilised deck. Each deck has cards that give bonuses and abilities. The players only have a certain number of either of the cards and can draw 1 from eather pile (depending on their choices) to replace one that they already have (of either type). So if they keep drawing Wild cards they end up wild and also the reverse for civilised cards...

An now on topic:
I feel that a game has to be imaginary, to be otherwise conflicts with the "Nest" theory of games (that it is an outgrowth of the play of animals in a safe environemnt). If gameing has developed from thsi nest behaviour, then the games would have to be imaginary. Sure some poeple like to blur the boundaries (like playing for real money), but even though the "Game" may be pretend, the emotions, the "drive" (much better than need or want as it covers both without the dark conotations of them) to play and the feeling of reward it can give are real (as we do realy experence them, not just imagine that we feel them).

When I command and army to chrush the Space Orks, there is no time that I think that this is not pretend, but the thrill of a well pland attack, or the dipare of a foiled strategy are real emotions and can fullfill those, but I remember that the game itself is just pretend.

Lor
Lor's picture
Offline
Joined: 12/31/1969
What drives players to play a game?

Stainer wrote:
I think the best way to learn how to build games is to disect existing games. Take them apart and see what makes them tick. There should be more of that on these boards. We should have a weekly lecture (not spoken, but written... in essay form) about a game that we disect. I would be willing to start this if there is enough interest and it opens discussions and debates.

I wanted to say earlier, like the idea, but I thought Tom Vasel's Game Reviews posts are pretty good and they're like analytical monographs. But why don;t you start one in there to set the form?

Lor
Lor's picture
Offline
Joined: 12/31/1969
What drives players to play a game?

Infernal wrote:
As a suggestion for the LotF game you could have 2 deck of cards, A Wild and Civilised deck. Each deck has cards that give bonuses and abilities.

And building on that thought, why not put Wild on one side and Civilized on the other? Ah, ys, the duality of human nature... (excuse me, I must shop Home Depot for more drllling lubricant.) But it also cuts down on printing and paper use.

Jeff, this really went off topic; suggest starting a new LOTF thread under Games Workshop, similar to your Sands of Time, even though it seems you're at an earlier phase with this one. But we can all barrel in there with donated ideas and feedback for you. It's a terrific exercise, and i know all contributors will get credit and free SIGNED games when Mayfair takes it over, right?

Infernal wrote:
Sure some poeple like to blur the boundaries (like playing for real money), but even though the "Game" may be pretend, the emotions, the "drive" (much better than need or want as it covers both without the dark conotations of them) to play and the feeling of reward it can give are real (as we do realy experence them, not just imagine that we feel them).

I'm perfectly fine with "drive." Works on several levels and can be very positive. I may personally translate it to something else but that's my business!

Infernal wrote:
When I command and army to chrush the Space Orks, there is no time that I think that this is not pretend, but the thrill of a well pland attack, or the dipare of a foiled strategy are real emotions and can fullfill those, but I remember that the game itself is just pretend.

It's called "suspension of disbelief"-- we filmmakers know it very well and respect its power.

Syndicate content


forum | by Dr. Radut