My Message close
GAME JOBS
Contents
The Pursuit of Games: Designing Happiness
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 23, 2013
 
2K Games
Tools Programmer - 2K Games
 
2K Games
Graphics Programmer - 2K Games
 
2K Games
Engine Programmer - 2K Games
 
GREE International
Senior Product Manager, Growth and Revenue
 
GREE International
Business Intelligence Data Analyst
 
Synergy Blue
3D Artist / Animator
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
May 23, 2013
 
Letting the Player Find the Fun
 
Using Small Studios As Stepping Stones In Your Career [3]
 
Maturity, Challenge, Art and Games
 
Combat Analysis: Guacamelee [1]
 
Kickstarter Fu
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor
Features
  The Pursuit of Games: Designing Happiness
by Lorenzo Wang [Design]
6 comments Share on Twitter Share on Facebook RSS
 
 
May 27, 2008 Article Start Page 1 of 6 Next
 

[In a thought-provoking article, Page 44 Studios (Freekstyle) designer Lorenzo Wang looks at recent research on happiness, and the six key findings that can help us all make better games.]

It is our implicit goal, as game designers, to create addictive games that by definition hook our players on pleasure. Games are used as pleasure delivery vehicles. A tremendous amount of research has come out in recent years to address the issue of human happiness, and I think we sometimes need to take a step back from pleasure and address gamer happiness, which is a more "wholesome," long-lasting experience of which pleasure is just a small part.



In this article, I will examine some major findings of recent happiness research, and offer game design approaches that address them. These findings have been appropriated; they were meant to help us understand how and why some people are happier, barring socio-economic factors.

Now, those factors are important, but I'd like to focus on what decisions and expectations that the gaming experience shares with life experience. To do so, it is necessary to define happiness from pleasure.

Happiness comes from the resolution of anger, ennui, fear, frustration, insecurities, and unimportance. Pleasure is an immediate, short-term rush, often visceral, and designers usually to call it "fun." You can have one without the other.

For example, we all know friends who play a certain game constantly while complaining about its every flaw, like my wife when she plays World of Warcraft. She gets no happiness, having played the game to death, alone and guildless. But she gets a visceral pleasure in continuing to kill mobs, farm items, and level new characters.

Quarters were sunk not because I found it fun, but because of the anticipated glory of finishing.

Conversely, playing Dragon's Lair for me was a happy but pleasure-less affair (the play mechanics are merely rote memorization), but the participation in (and completion of) such a challenge, and getting rewarded with a beautiful animated movie satisfied my dedication, even if I hated every unfair death I had to die to get there. The idea of unhappy pleasure versus pleasure-less happiness is a bit extreme, but can be an enlightening distinction.

Finding #1: Happiness is relative.

Reason: Would you rather earn $100,000 while your co-workers earned $200,000, or would you rather earn $50,000 while your co-workers earned $20,000? Most choose the latter. The things that make us happiest in life address secondary emotions, the ones that come after hunger, shelter, and sex. This means that after those primal needs are satisfied, we have no way to classify how happy our circumstances make us except by comparing with others.

It turns out that both lottery winners and prisoners return to their original level of happiness quite soon after their respective life-changing events. Psychologists call this setpoint theory. While the wealthier people in the world are happier overall, the effects of affluence diminish sharply.

Application: There are a few design lessons to take from this. Firstly, keep rewards roughly equal across players, especially in multiplayer games. Fairness, or at least the impression of fairness, is extremely important to generating player trust in the complicit agreement to play that we call a game.

Studies have also shown a strong correlation between trust levels and national prosperity. Particularly in MMORPGs, trust in the fairness of a virtual world is instrumental in the players' willingness to indulge in its fantasy, as well as being productive, well-behaved gamers.

Players will invariably compare their efforts and the resulting rewards with other players. Unfairly treated players will have Robin Hood syndrome, and not respect the game or their peers. They will expect equitable happiness.

 
Article Start Page 1 of 6 Next
 
Top Stories

image
Xbox One is Microsoft's biggest play for living room domination
image
A Guacamelee! combat design analysis
image
Opinion: Xbox One is a desperate prayer to stop time
image
Indies on Xbone: Where's the beef?
Comments

Eric Diepeveen
profile image
Great article! Thanks

Andrew norton
profile image
Good theory to learn from, especially for those that maybe interested in designing games.

Robert Farr
profile image
Co-incidentally I've come across number 4 (Experience of loss) before in an old text based MUD where being a player inexperienced in the ways of combat could be rather painful, in the sense of getting regularly jumped by other players... The defeat would generate a combat log (If the logging is turned on) that can allow the new player to learn how to react various attacks and therefor gain something from the defeat. This wasn't without its flaws of course, though there was an escape from this jumping in the form of pacifism, a player would first need to be generating logs and be willing to participate in this slow process of gradual improvement via learning through defeats.



The other big problem is that due to the nature of MUD PvP combat, winning a fight isn't really a matter of being most skilled at using the right commands, but more a matter of being the best at creating or obtaining the right scripts to automate the avatars responses to an attack by another player. Additionally, since the game was based on alignments and competing cities, an attitude of fostering your opponents to be as good at the game as you are doesn't exist resulting in a fairly frustrating experience if you don't have access to support in the form of more experienced players who are part of the same guild/city/alignment as you.

B N
profile image
"...points out that the success of capitalism..." made me laugh.

Kirk Battle
profile image
You know, if a designer was to sit down and try to figure out how to make a truly horrifying and scary game, this essay would be an excellent guide as well. Except you break all these rules instead of obey them. It might turn things a bit David Lynch, but I think video games might be ready for their 'Eraserhead' anyhow.



Great read.

Girl Games
profile image
I was really surprised to find how addicting online flash games are. Having play other games like WoW, I figured I would be bored with the smaller online flash games, but their creators obviously know what they are doing.


none
 
Comment:
 




UBM Tech