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And still another proposed series: "Player Experiences&

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jwarrend
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Joined: 08/03/2008

This, in a sense, is what it's all about -- what do players experience when they're playing a game? Are there commonalities of experience that certain games all seem to provide? An obvious distinction is the difference in experience between "strategy" games vs. "party" games, for example. Are there ways of codifying experiences so as to understand what kinds of mechanics produce these?

What kinds of "experiences" do we...well, experience, when playing games? Some possibilities might include:

The "brain-burner"
The agonizing decision
The "moment of hilarity"
The "aha!"

(Some interpretation is definitely required for these; in a sense, that's part of the point)

Feel free to expand on this, or propose a different series!

Thanks,

Jeff

Zzzzz
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And still another proposed series: "Player Experiences&

The "emotion factor".

Many games or game mechanics influence player emotions.

Take UNO for example, so many emotions are introduced to the game when someone gets to a small number of remaining cards. You have vengance when everyone targets you as "the one to get". Panic, since I dont want you to win, so what do I do!

This simple card mechanic brings so much excitment to such a simple game.

Creating mechanics that interact with a players emotions can add so much to a game(or the game play).

Now with the above stated, I would also keep in mind that sometimes the emotions can be negative and result in a poor experience for the player, which may result in the game not being played again.

Not sure I am on the right track here, but it sounded good when I started rambling....

DanogNellows
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And still another proposed series: "Player Experiences&

How about the always satisfying,

"I love it when a plan comes together"- ala John "hannibal" Smith

Danog

Scurra
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And still another proposed series: "Player Experiences&

The "anecdote" factor. This is the urge to talk about particular moments in the game afterwards. I find this a reliable guide to whether a game is going to get multiple replays.

SVan
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Joined: 10/02/2008
And still another proposed series: "Player Experiences&

How about the social aspect of the game? How it makes you become closer friends with those you play with or how it allows a whole group of people to enjoy the fun (or even how it is more fun with more people.)

-Steve

Anonymous
And still another proposed series: "Player Experiences&

Or just the opposite (eg Diplomacy). :)

DavemanUK
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Joined: 12/31/1969
my 3 favourite psychological treats

The 'kid in a candy shop' complex when having many choices of actions/purchases but only a limited number of action points/gold ("sooo much to choose from, I want it all!")

The 'gamblers mentality' of trying to win something at all odds (how many people desperately try to colonise a colony in 'Goa' with only a few pilgrims in hand hoping to draw high numbers off the expedition cards ;)

'Christmas present opening' addiction, blindly drawing bonus cards and seeing what treats one gets. In Goa, drawing 2 expedition cards is well worth the wait whereas drawing only 1 card feels like one is opening their presents too early, say, on christmas eve ;-)

Dave.

jwarrend
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And still another proposed series: "Player Experiences&

Thanks for all of the great suggestions. One point about DavemanUK's examples that reminds me of a point that was raised in the initial discussion we had about this forum before the hack erased it: To make sure everyone is able to follow the discussion to the fullest extent possible, we should try to pull our examples, whenever it's possible, from games that everyone is reasonably likely to have played. I can understand the examples from Goa, but since I haven't played the game, I can't relate to them.

This isn't in any way meant to denigrate your proposed additions, which were good. It's simply to say that, for all of us, moving ahead in this forum, in the discussions we'll be having, trying to reference the most common games will ensure no one is left scratching his head.

Now, back to the suggestions...keep them coming!

Thanks again,

Jeff

SVan
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Joined: 10/02/2008
And still another proposed series: "Player Experiences&

jwarrend wrote:
Thanks for all of the great suggestions. One point about DavemanUK's examples that reminds me of a point that was raised in the initial discussion we had about this forum before the hack erased it: To make sure everyone is able to follow the discussion to the fullest extent possible, we should try to pull our examples, whenever it's possible, from games that everyone is reasonably likely to have played. I can understand the examples from Goa, but since I haven't played the game, I can't relate to them.

I haven't played Goa either, but I haven't played a huge amount of German games yet. I think, however, it will be tough to know what people have played and haven't played. A lot of people on the site are collectors and either plan to acquire some of these games or they have them already. I've heard about Goa, although I know next to nothing about it, I do plan on learning more about it.

My suggestion would be if you include a game that isn't well known (basically anything that isn't settlers, monopoly, risk, etc.) please include a link to a site (like boardgamegeek) where people can learn more about the game, instead of just leaving it open to the games everyone may have played.

Hope this helps,

Steve

jwarrend
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And still another proposed series: "Player Experiences&

Steve, I think, proposes a good compromise. But, I think there are still some games that need no introduction to anyone -- Chess, Monopoly, Clue, Risk, etc. There are others that some won't have played, but are pretty well known among the folks here, if only because they're discussed extensively on this site -- Settlers of Catan, Puerto Rico, Carcassonne. There are others that I'd say are "pretty well known" -- Citadels, Acquire, Tigris&Euphrates, El Grande, Princes of Florence. The bottom line is probably this: if you can make your point with a reference to Puerto Rico or a reference to Maharajah, use the Puerto Rico ref instead. Posting a link to the game is fine, but at all times, let's strive for clarity at the possible expense of comprehensiveness. Just a thought.

Thanks again,

Jeff

SVan
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And still another proposed series: "Player Experiences&

jwarrend wrote:
The bottom line is probably this: if you can make your point with a reference to Puerto Rico or a reference to Maharajah, use the Puerto Rico ref instead. Posting a link to the game is fine, but at all times, let's strive for clarity at the possible expense of comprehensiveness. Just a thought.
Jeff

This is a great point. I own neither, but know a lot more about PR than Maharajah, as I'm sure everyone else does as well.

-Steve

Brykovian
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And still another proposed series: "Player Experiences&

Stringing-on to the last couple of posts, I'd like to ask that people take an extra sentence to give a bit extra detail and explain how the reference to an existing game is relivant.

For example, instead of simply saying "Like the river in E&T!" ... saying, "Like how the river in E&T gives you a limited number of places on the board to put certain color tiles."

I only say this because I also haven't played many different games, and having to spend a half-hour looking stuff up on the Geek in order to get up to speed with a quick reference usually loses my "flow" with the discussions at hand.

-Bryk

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