Making
a game is sometimes like being in a bad relationship. In the beginning,
everything ticks along nicely and your partner seems happy as you try
and provide for their needs. You both know what you want, and all seems
well with the world. After a while however, your partner begins insisting
that you spend more time with them, you never seem to be able to do
enough, and they become more demanding. Your life soon becomes dominated
by a never-ending list of things they want. Fail to give them the care
and attention that they dictate, and they stubbornly refuse to do a
single thing that you ask of them. Eventually you give in to their requests,
secretly plotting to end the relationship as soon as you can, moving
on to something better that will allow you the space and freedom you
need to truly express yourself. When the split finally comes, it is
a relief, but looking back, seeing all the things you achieved together,
you realize that through pain there is reward. Next time, however, you
won't be pushed around quite so easily.
You may
think that this article will address that most insidious of evils: Feature
Creep (which to me always sounds like one of Spiderman's less successful
foes). This however, was not the purpose of my "a game is like
a relationship" analogy. My intended point was that a game (like
a relationship) is a complex, dynamic thing that requires the participants
to draw on all areas of understanding to make it successful. Similarly,
the more involving and well constructed the game world is, the more
a player will be drawn in and rewarded.
It is
from this point of view that I propose that psychology has a part to
play in game development. OK, I can hear you groaning. Psychology: the
realm of ink blots and Freudian slips. But stifle that yawn and bear
with me. Psychology aims to explain how the mind works, and how this
leads you to act, think and experience everything from falling in love
to dressing as your mother and attacking women in showers with a carving
knife. Whether your game is trying to be a perfect simulation of flying
an F-16 or an epic adventure set in a unused carpet factory, understanding
psychology can improve your game's design and execution.
Psychological
techniques have been effectively used by video games for years, simply
because we all live in the same world and decode our surroundings using
basically the same physical and mental machinery. Our life's experience
brings us into contact with a similar range of emotions, and it is this
framework that we draw upon when we create something, whether it be
a book, a song or a game. What I suggest is that we put names to these
psychological aspects.
So, where
to begin? Let's see how the player interprets what they observe and
hear.
You Think That's
Air You're Breathing?
First
of all, a brief overview:
FIGURE 1. Perception.
Theories
of perception generally draw upon the same basic idea. Gregory's definition
reads:
"Perception
is not determined simply by stimulus patterns; rather it is dynamic
searching for the best interpretation of the available data ... perception
involves going beyond the immediately given evidence of the senses"
(Gregory, 1966)
or more
succinctly put:
"Perception
creates faces, melodies, works of art, illusions etc. out of the raw
material of sensation". (Coon, 1983)
The model
is perhaps an obvious one, and as far as creating a game goes, we only
need to concern ourselves with visual and aural input (with the tiny
exception of force-feedback controllers). This restriction puts extra
pressure on the visual and audio aspects of our game, and removes the
need for us to create a convincing "smellscape".
It is
worth pointing out that impairments to a player's senses can impact
a game. At the most basic level, deafness rules out most dialog-heavy
games that don't have subtitles, as well as making games in which audio
cues form an important part of the gameplay all but impossible. Colorblindness
is also a rarely considered, yet significant condition, which can affect
a player's enjoyment. Red and green color blindness is the most common
form, and while it only occurs in 0.4 percent of the female population,
it is estimated to affect eight percent of males, and as gamers are
still overwhelmingly male, this figure is not inconsequential. As this
form of color blindness restricts the sufferers' ability to differentiate
between red and green (hence the name) any vital information in a game
that requires color matching (puzzles) or easy identification of colored
objects (the baddies are wearing red, the goodies green, for example)
could be enough to render the game unplayable.