October 9th, 2008 | Adriana | 2 Comments

Lambdaboo, PS2 Handheld Lego Star Wars, Pac-Man, Wii Sports, Gwap, iPhone Monkey Ball and Guitar Hero. This was my two-hour speed dating round (about 10 minutes each) that shed some light into the interaction principles for gaming. Here are four key aspects that drive game-addiction and how they relate to interaction design principles.

(1) To Get or Not to Get

When we start a new game it’s important to consider how long and how difficult it is to understand the point of the game. Complex entries and rules will generally appeal to fewer people because it takes longer to feel the reward of the game. However, complex rules may pay off in the long run because it cultivates the “in-crowd” - more on this later. For example, the text based game: Lambadoo has an extraordinarily long set of instructions (see screen shot below) that you really must read and refer back to in order to even start the game; if you were to spend the time figuring out how to play this you may find yourself playing it more and more because of the complexity of the game. Other games, such as Gwap and Monkey Ball have little or no explanation and allow you to figure out the point of the game by just trying it out. The interface is built so that simple commands relate to actions and goals that are clearly displayed. Monkey Ball starts by giving you an aerial view of the maze (obstacle) you have to go through, there is a circle at the end of it (goal) and in the way there are bananas to pick up (rewards). Without knowing anything about the game, you can just get it with one look. The point of the game is reinforced by visual and auditory confirmations throughout the experience of play.

LambdaMOO entry page

Sega's Monkey Ball for iPhones

(2) Game Rulez

Broadly speaking, there are only three types of games: (1) skill-based: test hand/eye coordination, (2) role-playing: impersonating a character in an imaginary (virtual) world, and (3) strategy: tests of decision-making ability based on different constraints. Complex games combine these aspects, which make them addictive for a longer period of time. Different people are attracted to different types of games, however, I believe that the most common and accessible type of game is the skill-based game. This is simply because the goals, rewards and challenges are easy to understand.

Pac-Man is the classic skill game: it tests your ability to move the pac-man quickly to eat all the dots, avoid the ghosts and accumulate more points. This is a brilliant skill-based game that combines multiple skills in one. Hence its popularity since its wild fad of the early 1980s.

Pacman

Pacman

Newer, but also popular games such as Guitar Hero are combined skill tests (Guitar Hero tests your ability to hit the notes as the screen shows A.K.A. eye/hand coordination) and role-playing by assuming the rock-star persona in a concert environment. These two aspects are enhanced by the use of a plastic guitar as the controller because not only does it require you to learn the specific control device, but it helps you impersonate the character of a guitar player. Here lies one of the most exciting advancements of video games: the ability to build in more complex kinetic and haptic interactions through controls more specific than the joystick. Wii Sports is a great example of this with a wireless controller that responds to full body movements.

Guitar Hero

Wii wireless controllers

Wii wireless controllers

(3) The in-crowd

A key aspect of games is their ability to provide a social connection and shared experience. Some games provide with multi-player options (such as Wii Sports) others provide social connection through online communities. Gwap matches you up with an identified partner that you compete with. It’s a game based on the idea of social common patterns and perceptions. With the advent of web 2.0 social aspects of games are getting more complex. Games that provide social connection are generally more stimulating because we can compete with others, share experience, as well as satisfying the basic human need to socialize.

Gwap entry pageGwap entry page

(4) The Device Vice

Last, but not least, the device on which we experience the games plays is a key factor on the game’s ability to draw you in and in the way they are designed. Handhelds take advantage of mobility so you can play wherever you go, but the small screen does not translate for many games. Computers are widely available, so games that are web based can be widely available, but they need to play well using a mouse or a keyboard. Finally, console games such as those for the Wii and XBox can be designed for these devices that allow them to provide a more involved experience with greater emphasis on graphics, worlds, sound effects, etc.

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2 comments to “What makes a video game good?” Leave your Comment
  1. Brian says:

    I think you did a great job of commenting on some of the fundamentals behind game design and some of the issues that game devs need to figure out.

    Do good games just do a single game design well, or can a strategy, FPS, RPG game be good?

    The best games are from devs who know exactly who their audience is and what game they want. I think that the impact that the gaming platform has on game design is under estimated when looking at successful video games.

  2. Nabil says:

    I’m curious as to how you selected your examples — I ask because LambdaMoo isn’t really a game, per se… it’s a collaborative virtual world, which presents a very different set of criteria for interaction than your average text based game. Most users are also content contributors, and so the introductory text is written with that in mind. It is overly verbose and written in an informal, personal tone, whereas a simple table or glossary would have more than sufficed.

    Most modern (ie still active) text games I’ve experienced (disclosure: I’ve been an online community administrator for a MUD for a decade now) include tools to ease the learning curve and gets you started in the game as soon as you log in. You are, in effect, “learning as you go” in a similar fashion to games like Monkey Ball starting you off simply and scaling up to more complex challenges as you master the gameplay.

    If you’re not yet, I’d HIGHLY recommend reading Raph Koster’s book A Theory of Fun and his blog, as well as reading Danc’s essays over at Lost Garden, plus the numerous folks currently contributing to the excellent Terra Nova site. I’d link to more, but I suspect even having this many will be triggering your comment moderation, but feel free to ping me for a more complete list of books and sites discussing interactivity theory, if you feel they’d be useful to you.

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