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Virtuos GDC 2011

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  GDC: Sid Meier's Lessons On Gamer Psychology
by Kris Graft [PC, Console/PC, GDC]
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March 12, 2010
 
GDC: Sid Meier's Lessons On Gamer Psychology
Sid Meier is known as the mastermind behind some of the most respected and influential video games of all time, such as Civilization, Railroad Tycoon and Pirates.

But in his pursuit of conveying a realistic experience for players, he says his logical mind wasn't taking into account enough what was going on in players' heads.

"Gameplay is a psychological experience," Meier acknowledged during his GDC keynote. Today he is director of creative development at Firaxis Games. "By acknowledging that gameplay is actually a psychological experience we ... can end up with a better game."

Meier outlined specific psychological elements that occur in players' minds, such as "The Winner Paradox." Game designers are supposed to give gamers a challenge, but the gamer at the same time expects to win. "In the real world you don't always win, however in the world of games, you always win" in some capacity, Meier said.

Just like players expect Rambo to overcome the enemy in the end, or Sherlock Holmes to solve the mystery, there is a certain understanding between the player and the designer.

"...The player is always looking for a satisfactory conclusion that doesn't always involve winning the game, but often does," Meier said. They expect, like Rambo, to win in the end.

"...Players are very much inclined to accept anything you give them and gladly feel it was their own incredible play or strategy. ... You want the player to feel like they're above average." The problem for game designers however, is that while gamers are happy to take credit for success, if they lose, the blame often falls on the game.

Rewarding the gamer often is also important, particularly in the opening moments of a game. "You almost cannot reward the player enough" in the first 15 minutes of a game, in order to get them hooked, Meier said.

The "Unholy Alliance"

Meier described the relationship between the gamer and designer as an "unholy alliance" -- an unwritten agreement in which the gamer agrees that they'll assume certain things about the game designer, while the game designer agrees to assume certain things about the gamer.

Meier said that game designers agree to assume that gamers are good at a game. "They are the star of the game," Meier said. ... Keeping them feeling good about themselves is important."

Gamers assume that game designers will maintain a suspension of disbelief within the game. Meier said that some of the older, more experienced designers who worked with lo-fi graphics might have an advantage in this area, because they learned how to not rely on graphics to immerse a player. "Having that experience was helpful in understanding the challenges in getting the player to suspend their disbelief," he said.

There's also the Cold War-like relationship between gamers and designers that Meier called Mutually Assured Destruction. "There's an amazing parallel to [the Cold War]. ... The player can actually destroy the experience any time they want to." For example, they can quit in the middle of a game, or play it in a way not intended by the designer.

But game designers have the ability to "destroy" a game through questionable mechanics or bad design decisions. "There are ways that we need to be careful to be true to the story of the game and value the player's time," he said.

Along the same lines as suspension of disbelief, Meier said consistent humor, style, music, and atmosphere is also expected by the gamer. "If i'm playing a game that starts off happy and cartoony and all of a sudden terrible things start happening ... that's when the player turns off the game and moves on. ... Use things like [humor, style, music and atmosphere] to be consistent and keep the player in your world."

There were some instances where Meier discovered unexpected psychological moments. For instance, the original prototype for Civilization was a real-time strategy game, not turn-based. But he found that players felt more like observers in a real-time strategy game, while they felt more like the star of the game with turn-based gameplay.

Meier also said, "Any kind of randomness needs to be treated with a lot of care. Whenever something random happens to the player, paranoia sets in. ... The player feels like the computer rolled that random number just to be difficult." Small doses of randomness, however can be helpful -- just make sure that it seems fair to the player so he doesn't feel cheated.

While real civilizations rise and fall throughout the course of history, injecting that realism into a game like Civilization would be a mistake, although it was considered by Meier at one point. Players don't want peaks and valleys, they want constant progress -- that's what the Civilization franchise is about. "You cannot reward and reflect progress too much in a game," Meier said.

Even recently he found an instance of surprising player psychology. Firaxis is currently developing the Facebook game Civilization Network. The development team tried allowing players to exchange gold with each other. "What we found though is that nobody would give gold to anyone else," totally defeating the purpose of a player-to-player currency exchange system.

Player Psychology And Cost Savings

Game designers can also use player psychology in ways that can actually save developers money, Meier said. He suggested that designers use a player's imagination. "If the player can imagine what's going on [in a game] ... we save a lot of money."

In Civilization Revolution, for example, a message might pop up saying that royalty from a distant land has just gifted dancing bears to the player. But Firaxis doesn't need to create assets for the royal or the bears. In fact, there are no bears, and players will never come across that royal. But the gift feeds the player's ego, improves the entertainment experience, and did nothing but play with the player's imagination with just a few words on screen.

Meier also suggested that designers "tap into what the player already knows." In Pirates, he didn't need to invest time and money in giving an antagonist an intricate backstory. He found that it was enough just to give the character a black curly mustache. "Take advantage of what the player will almost automatically provide with their own imagination," he said.

It's also important to know the personality of your audience, and feed the player's ego. Meier's certain what kind of person plays a game whose tagline is "Build an empire to stand the test of time."

"Basically if you play Civilization, you are an egomaniac," Meier joked.
 
   
 
Comments

Patrick Reding
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But... Civilization Revolution (the PS3 and 360 versions, at least) does show you the bears, if you choose to see them. In fact, the gifts have always struck me as the most pointless feature in the game, since the reward that has no clear connection to anything the player might have done, and seems to have served only to give bored animators something to do.

Still, the article does a good job of reaffirming the importance of constant player feedback, even if it is something we already know.

Soren Nowak
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Had to google those dancing bears :) Found them here: http://www.thecouchcommando.com/2008/06/civilization-revolution-lets-you-take.ht
ml
(about half way through the video)

Thomas Nocera
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Was Meier really joking in his last comment? "The truth is oft said in jest"

Mark Raymond
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Yeah, I was just about to comment on the dancing bears thing but I see Patrick's already mentioned it. It's not the best example Sid could have given.

Patrick Reding
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Yeah, Mark. A better example would have been the victory conditions. The game never exactly explains how, say, getting twenty cultural milestones and building the United Nations leads to world domination, but even without an ending cinematic or something similar to explain the exact process, it's not too hard for the player to concoct a sufficiently plausible scenario.

Glenn Storm
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As if I had any business commenting on a design point from Sid Meier; one of the pitfalls mentioned, a kind of randomness leading to paranoia (a.k.a. "the computer cheats"), as when the illogical mind sees two 2-1 odds failing in succession as unfair, has the potential to be avoided or deflected in some ways. Such as if a personification or objectification of some kind can be supported; for example, a villain. A villain, even if supported in a number of ways, may not be able to effectively or reliably represent the randomness, but I'd suggest that effect might also be achieved with an identifiable representation of a commonly understood randomness; like showing the die rolls or animating / cycling the digits that make up the number for a second or two. Foreshadowing the most dramatic result in some way by altering the presentation of the variable in question, might also give the mind the split second it needs to identify and at least begin to prepare for a variable event or change. Presentation methods vary for these special moments, but it seems the common thread is allowing for, and giving more opportunity for, the expectations to form in the player's mind; which I believe was mentioned elsewhere in the talk. It might not be my place to say, and it wasn't a big point, but it just occurred to me during the talk.

Robert Gill
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@Glenn---Well said. Picked up on that too, but you beat me to it lol.

Robert Green
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Why is it that we feel a need to remark on the bears and, in your opinion, the creators loss of touch with the times. We are egomaniac's, us gamers. And our need to remark on the bears as compared to remark on the truthfulness of his statements only validates his comments all the more. And the article isn't about player feed back. It's about knowing what the player won't tell you. He's obsessed with the self. Even if only on a subconscious level.

Josh Foreman
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@ Dingus: I felt the same way. It's possible that there is missing context.


Chane Hollander
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Often the basic truths are the first to be forgotten, and to be reminded of them is a humble reflection of applying the old to what will be perceived as the new.


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