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Page 1: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

GUIDING THE PLAYER

CHAPTER 13

1

Page 2: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Topics

2

Page 3: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Topics§ Guiding the Player

2

Page 4: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Topics§ Guiding the Player§ Direct Guidance

2

Page 5: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Topics§ Guiding the Player§ Direct Guidance

– Overt instruction

2

Page 6: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Topics§ Guiding the Player§ Direct Guidance

– Overt instruction

§ Indirect Guidance

2

Page 7: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Topics§ Guiding the Player§ Direct Guidance

– Overt instruction

§ Indirect Guidance– Covert instruction

2

Page 8: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Topics§ Guiding the Player§ Direct Guidance

– Overt instruction

§ Indirect Guidance– Covert instruction

§ Teaching New Skills and Concepts

2

Page 9: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player

3

Page 10: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player§ The more you work on a game, the more you

internalize its systems and levels

3

Page 11: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player§ The more you work on a game, the more you

internalize its systems and levels§ However, a new player won't have any of that

knowledge

3

Page 12: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player§ The more you work on a game, the more you

internalize its systems and levels§ However, a new player won't have any of that

knowledge§ You must ensure that players who have never seen

your game before intuitively understand it

3

Page 13: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player§ The more you work on a game, the more you

internalize its systems and levels§ However, a new player won't have any of that

knowledge§ You must ensure that players who have never seen

your game before intuitively understand it§ This requires careful, sometimes invisible guidance

3

Page 14: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player§ The more you work on a game, the more you

internalize its systems and levels§ However, a new player won't have any of that

knowledge§ You must ensure that players who have never seen

your game before intuitively understand it§ This requires careful, sometimes invisible guidance§ Two types of guidance

3

Page 15: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player§ The more you work on a game, the more you

internalize its systems and levels§ However, a new player won't have any of that

knowledge§ You must ensure that players who have never seen

your game before intuitively understand it§ This requires careful, sometimes invisible guidance§ Two types of guidance

– Direct Guidance - The player knows that she is being guided

3

Page 16: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Guiding the Player§ The more you work on a game, the more you

internalize its systems and levels§ However, a new player won't have any of that

knowledge§ You must ensure that players who have never seen

your game before intuitively understand it§ This requires careful, sometimes invisible guidance§ Two types of guidance

– Direct Guidance - The player knows that she is being guided– Indirect Guidance - The player is guided without realizing it

3

Page 17: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance

4

Page 18: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

4

Page 19: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do

4

Page 20: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

4

Page 21: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text

4

Page 22: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text• Dialogue with an authoritative non-player character (NPC)

4

Page 23: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text• Dialogue with an authoritative non-player character (NPC)• Visual diagrams

4

Page 24: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text• Dialogue with an authoritative non-player character (NPC)• Visual diagrams

– Often incorporate combinations of the three

4

Page 25: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text• Dialogue with an authoritative non-player character (NPC)• Visual diagrams

– Often incorporate combinations of the three– One of the clearest forms of direct guidance

4

Page 26: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text• Dialogue with an authoritative non-player character (NPC)• Visual diagrams

– Often incorporate combinations of the three– One of the clearest forms of direct guidance– Drawbacks

4

Page 27: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text• Dialogue with an authoritative non-player character (NPC)• Visual diagrams

– Often incorporate combinations of the three– One of the clearest forms of direct guidance– Drawbacks

• May overwhelm the player with too much information

4

Page 28: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Instructions

– The game explicitly tells the player what to do– These can take the form of

• Text• Dialogue with an authoritative non-player character (NPC)• Visual diagrams

– Often incorporate combinations of the three– One of the clearest forms of direct guidance– Drawbacks

• May overwhelm the player with too much information• May annoy the player by pedantically presenting information she

already knows

4

Page 29: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance

5

Page 30: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

5

Page 31: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

5

Page 32: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs

5

Page 33: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs– Common strategy

5

Page 34: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs– Common strategy

• Present the player with a clear long-term goal

5

Page 35: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs– Common strategy

• Present the player with a clear long-term goal• Then give her progressively smaller medium- and short-term goals

that must be accomplished on the way to the long-term goal

5

Page 36: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs– Common strategy

• Present the player with a clear long-term goal• Then give her progressively smaller medium- and short-term goals

that must be accomplished on the way to the long-term goal– Example: The Legend of Zelda: Ocarina of Time

5

Page 37: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs– Common strategy

• Present the player with a clear long-term goal• Then give her progressively smaller medium- and short-term goals

that must be accomplished on the way to the long-term goal– Example: The Legend of Zelda: Ocarina of Time

• Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree. Link is told by another NPC this is a great honor.

5

Page 38: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs– Common strategy

• Present the player with a clear long-term goal• Then give her progressively smaller medium- and short-term goals

that must be accomplished on the way to the long-term goal– Example: The Legend of Zelda: Ocarina of Time

• Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree. Link is told by another NPC this is a great honor.

• Smaller Goals: Link's path to the Great Deku Tree is blocked by Mido, who tells him that he will need a sword and shield before venturing into the forest

5

Page 39: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Call to Action

– The game explicitly gives the player an action to perform and a reason to do so

– Often takes the form of missions given by NPCs– Common strategy

• Present the player with a clear long-term goal• Then give her progressively smaller medium- and short-term goals

that must be accomplished on the way to the long-term goal– Example: The Legend of Zelda: Ocarina of Time

• Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree. Link is told by another NPC this is a great honor.

• Smaller Goals: Link's path to the Great Deku Tree is blocked by Mido, who tells him that he will need a sword and shield before venturing into the forest

• The short-term goals are directly tied to the long-term goal of reaching the Great Deku Tree

5

Page 40: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance

6

Page 41: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

6

Page 42: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system

6

Page 43: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission

6

Page 44: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission– Example: Grand Theft Auto V

6

Page 45: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission– Example: Grand Theft Auto V

• Radar/mini-map in the corner of the screen with a highlighted route for the player to follow to the next objective

6

Page 46: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission– Example: Grand Theft Auto V

• Radar/mini-map in the corner of the screen with a highlighted route for the player to follow to the next objective

• In the vast world of GTA V, the player relies very heavily on the GPS

6

Page 47: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission– Example: Grand Theft Auto V

• Radar/mini-map in the corner of the screen with a highlighted route for the player to follow to the next objective

• In the vast world of GTA V, the player relies very heavily on the GPS– Drawbacks

6

Page 48: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission– Example: Grand Theft Auto V

• Radar/mini-map in the corner of the screen with a highlighted route for the player to follow to the next objective

• In the vast world of GTA V, the player relies very heavily on the GPS– Drawbacks

• Can lead to players spending most of their time just following the directions of the virtual GPS

6

Page 49: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission– Example: Grand Theft Auto V

• Radar/mini-map in the corner of the screen with a highlighted route for the player to follow to the next objective

• In the vast world of GTA V, the player relies very heavily on the GPS– Drawbacks

• Can lead to players spending most of their time just following the directions of the virtual GPS

• Players don't thinking about a destination and choose their own path

6

Page 50: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Map or Guidance System

– Many games include a map or GPS-style guidance system– Directs the player toward her goals or toward the next step

in her mission– Example: Grand Theft Auto V

• Radar/mini-map in the corner of the screen with a highlighted route for the player to follow to the next objective

• In the vast world of GTA V, the player relies very heavily on the GPS– Drawbacks

• Can lead to players spending most of their time just following the directions of the virtual GPS

• Players don't thinking about a destination and choose their own path• Takes longer for the player to learn the layout of the game world

6

Page 51: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance

7

Page 52: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

7

Page 53: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

– Contextual controls that change based on the objects near the player

7

Page 54: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

– Contextual controls that change based on the objects near the player

– Example: Assassin's Creed IV: Black Flag

7

Page 55: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

– Contextual controls that change based on the objects near the player

– Example: Assassin's Creed IV: Black Flag• The same button controls such diverse actions as

7

Page 56: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

– Contextual controls that change based on the objects near the player

– Example: Assassin's Creed IV: Black Flag• The same button controls such diverse actions as

– Opening doors

7

Page 57: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

– Contextual controls that change based on the objects near the player

– Example: Assassin's Creed IV: Black Flag• The same button controls such diverse actions as

– Opening doors– Lighting barrels of gunpowder on fire

7

Page 58: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

– Contextual controls that change based on the objects near the player

– Example: Assassin's Creed IV: Black Flag• The same button controls such diverse actions as

– Opening doors– Lighting barrels of gunpowder on fire– Taking control of mounted weapons

7

Page 59: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Methods of Direct Guidance§ Pop-Ups

– Contextual controls that change based on the objects near the player

– Example: Assassin's Creed IV: Black Flag• The same button controls such diverse actions as

– Opening doors– Lighting barrels of gunpowder on fire– Taking control of mounted weapons

• Pop-ups with the icon for the controller button and a very short description of the action appear when a contextual action is possible

7

Page 60: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance

8

Page 61: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ The various methods of Direct Guidance can all be

judged by the same four criteria

8

Page 62: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ The various methods of Direct Guidance can all be

judged by the same four criteria– Immediacy

8

Page 63: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ The various methods of Direct Guidance can all be

judged by the same four criteria– Immediacy– Scarcity

8

Page 64: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ The various methods of Direct Guidance can all be

judged by the same four criteria– Immediacy– Scarcity– Brevity

8

Page 65: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ The various methods of Direct Guidance can all be

judged by the same four criteria– Immediacy– Scarcity– Brevity– Clarity

8

Page 66: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance

9

Page 67: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ Immediacy

9

Page 68: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ Immediacy

– The message must be given to the player when it is immediately relevant

9

Page 69: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ Immediacy

– The message must be given to the player when it is immediately relevant

• Don't try to tell the player all the possible controls for the game at the very beginning unless they are very simple

9

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Judging the Quality of Direct Guidance§ Immediacy

– The message must be given to the player when it is immediately relevant

• Don't try to tell the player all the possible controls for the game at the very beginning unless they are very simple

– Direct information about controls should be provided immediately the first time that the player needs it

9

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Judging the Quality of Direct Guidance§ Immediacy

– The message must be given to the player when it is immediately relevant

• Don't try to tell the player all the possible controls for the game at the very beginning unless they are very simple

– Direct information about controls should be provided immediately the first time that the player needs it

– Example: Kya: Dark Lineage

9

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Judging the Quality of Direct Guidance§ Immediacy

– The message must be given to the player when it is immediately relevant

• Don't try to tell the player all the possible controls for the game at the very beginning unless they are very simple

– Direct information about controls should be provided immediately the first time that the player needs it

– Example: Kya: Dark Lineage• A tree falls into the path of the player character, and she must jump

over it to continue

9

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Judging the Quality of Direct Guidance§ Immediacy

– The message must be given to the player when it is immediately relevant

• Don't try to tell the player all the possible controls for the game at the very beginning unless they are very simple

– Direct information about controls should be provided immediately the first time that the player needs it

– Example: Kya: Dark Lineage• A tree falls into the path of the player character, and she must jump

over it to continue• As it is falling, the game shows the player the message "Press X to

jump" at exactly the time she needs to know that information

9

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Judging the Quality of Direct Guidance

10

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Judging the Quality of Direct Guidance§ Scarcity

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions• A player can only really concentrate on a single mission at once

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions• A player can only really concentrate on a single mission at once• If a game gives the player too many simultaneous missions, many

will eventually be ignored

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions• A player can only really concentrate on a single mission at once• If a game gives the player too many simultaneous missions, many

will eventually be ignored• Example: Skyrim

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions• A player can only really concentrate on a single mission at once• If a game gives the player too many simultaneous missions, many

will eventually be ignored• Example: Skyrim

– The author currently has >200 unfinished missions in Skyrim

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions• A player can only really concentrate on a single mission at once• If a game gives the player too many simultaneous missions, many

will eventually be ignored• Example: Skyrim

– The author currently has >200 unfinished missions in Skyrim– Average amount of time spent playing Skyrim is 90 hours per person!

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions• A player can only really concentrate on a single mission at once• If a game gives the player too many simultaneous missions, many

will eventually be ignored• Example: Skyrim

– The author currently has >200 unfinished missions in Skyrim– Average amount of time spent playing Skyrim is 90 hours per person!– Though released in 2011, as of July, 2014, over 60,000 people on

Steam still play Skyrim daily (#6 most popular game!)

10

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Judging the Quality of Direct Guidance§ Scarcity

– Many modern games have lots of controls and lots of simultaneous goals

– The player must not be flooded with too much information all at one time

– Making direct controls more scarce makes them more valuable to the player and more likely to be heeded

– This is also the case with missions• A player can only really concentrate on a single mission at once• If a game gives the player too many simultaneous missions, many

will eventually be ignored• Example: Skyrim

– The author currently has >200 unfinished missions in Skyrim– Average amount of time spent playing Skyrim is 90 hours per person!– Though released in 2011, as of July, 2014, over 60,000 people on

Steam still play Skyrim daily (#6 most popular game!)– But only 30.7% of owners on Steam have ever finished the main quest

10

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Judging the Quality of Direct Guidance

11

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Judging the Quality of Direct Guidance§ Brevity

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega• "When near sandbags, press O to take cover and reduce damage

from enemy attacks."

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega• "When near sandbags, press O to take cover and reduce damage

from enemy attacks."

§ Clarity

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega• "When near sandbags, press O to take cover and reduce damage

from enemy attacks."

§ Clarity– Be very clear about what you're trying to convey

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega• "When near sandbags, press O to take cover and reduce damage

from enemy attacks."

§ Clarity– Be very clear about what you're trying to convey– Example: Valkyria Chronicles

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega• "When near sandbags, press O to take cover and reduce damage

from enemy attacks."

§ Clarity– Be very clear about what you're trying to convey– Example: Valkyria Chronicles

• Why not just "When standing near sandbags, press O to take cover"

11

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Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega• "When near sandbags, press O to take cover and reduce damage

from enemy attacks."

§ Clarity– Be very clear about what you're trying to convey– Example: Valkyria Chronicles

• Why not just "When standing near sandbags, press O to take cover"• In Valkyria Chronicles, cover not only shields you but also drastically

reduces the amount of damage you take from bullets that do hit

11

Page 99: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Judging the Quality of Direct Guidance§ Brevity

– Never use more words than are necessary– Don't give the player too much information at one time– Example: Valkyria Chronicles

• A tactical combat game by Sega• "When near sandbags, press O to take cover and reduce damage

from enemy attacks."

§ Clarity– Be very clear about what you're trying to convey– Example: Valkyria Chronicles

• Why not just "When standing near sandbags, press O to take cover"• In Valkyria Chronicles, cover not only shields you but also drastically

reduces the amount of damage you take from bullets that do hit• For the player to understand everything she needs to know about

cover, she must also be told about the damage reduction.

11

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Indirect Guidance

12

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Indirect Guidance§ Much more subtle than Direct Guidance

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design– Constraints

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design– Constraints– Goals

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design– Constraints– Goals– Physical Interface

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design– Constraints– Goals– Physical Interface– Visual Design

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design– Constraints– Goals– Physical Interface– Visual Design– Audio Design

12

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Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design– Constraints– Goals– Physical Interface– Visual Design– Audio Design– Player Avatar

12

Page 110: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Indirect Guidance§ Much more subtle than Direct Guidance§ Even as a designer you may not have noticed it§ Seven methods of Indirect Control — An expansion of

Jesse Schell's six methods from The Art of Game Design– Constraints– Goals– Physical Interface– Visual Design– Audio Design– Player Avatar– Non-Player Characters

12

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Seven Methods of Indirect Guidance

13

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Seven Methods of Indirect Guidance§ Constraints

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis• A person is presented with so many choices that she can't weigh

them all against each other and instead just doesn't make a choice

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis• A person is presented with so many choices that she can't weigh

them all against each other and instead just doesn't make a choice• This is why a restaurant menu might have 100 different items but

only feature images of 20

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis• A person is presented with so many choices that she can't weigh

them all against each other and instead just doesn't make a choice• This is why a restaurant menu might have 100 different items but

only feature images of 20

§ Goals

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis• A person is presented with so many choices that she can't weigh

them all against each other and instead just doesn't make a choice• This is why a restaurant menu might have 100 different items but

only feature images of 20

§ Goals– Goals can also be used to guide the player indirectly

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis• A person is presented with so many choices that she can't weigh

them all against each other and instead just doesn't make a choice• This is why a restaurant menu might have 100 different items but

only feature images of 20

§ Goals– Goals can also be used to guide the player indirectly– If the player has a goal to collect bananas the player to head

toward the door with bananas

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis• A person is presented with so many choices that she can't weigh

them all against each other and instead just doesn't make a choice• This is why a restaurant menu might have 100 different items but

only feature images of 20

§ Goals– Goals can also be used to guide the player indirectly– If the player has a goal to collect bananas the player to head

toward the door with bananas– Materials, abilities, and circumstances can also influence

the autotelic goals that players set for themselves

13

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Seven Methods of Indirect Guidance§ Constraints

– If you give the player limited choices, she will choose one• If given a choice of Red or Green, the player won't try to pick Blue

– Without constraint, players run the risk of choice paralysis• A person is presented with so many choices that she can't weigh

them all against each other and instead just doesn't make a choice• This is why a restaurant menu might have 100 different items but

only feature images of 20

§ Goals– Goals can also be used to guide the player indirectly– If the player has a goal to collect bananas the player to head

toward the door with bananas– Materials, abilities, and circumstances can also influence

the autotelic goals that players set for themselves• Example: Minecraft – Players in danger are given the ability to craft

13

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Seven Methods of Indirect Guidance

14

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Seven Methods of Indirect Guidance§ Physical Interface

14

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Seven Methods of Indirect Guidance§ Physical Interface

– The shape of a physical interface can be Indirect Guidance

14

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Seven Methods of Indirect Guidance§ Physical Interface

– The shape of a physical interface can be Indirect Guidance– If you give the player a guitar-shaped controller, she will

generally expect to use it to play music

14

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Seven Methods of Indirect Guidance§ Physical Interface

– The shape of a physical interface can be Indirect Guidance– If you give the player a guitar-shaped controller, she will

generally expect to use it to play music– Giving a Guitar Hero player a regular game controller might

lead her to think that she could control her character's movement around the stage

14

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Seven Methods of Indirect Guidance§ Physical Interface

– The shape of a physical interface can be Indirect Guidance– If you give the player a guitar-shaped controller, she will

generally expect to use it to play music– Giving a Guitar Hero player a regular game controller might

lead her to think that she could control her character's movement around the stage

– The rumble feature on controllers can also provide guidance

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Seven Methods of Indirect Guidance§ Physical Interface

– The shape of a physical interface can be Indirect Guidance– If you give the player a guitar-shaped controller, she will

generally expect to use it to play music– Giving a Guitar Hero player a regular game controller might

lead her to think that she could control her character's movement around the stage

– The rumble feature on controllers can also provide guidance• Example: Rumble strips in racing games

14

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Seven Methods of Indirect Guidance

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light• Humans are naturally drawn to light

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light• Humans are naturally drawn to light• If you place a player in a dark room with a pool of light at one end,

she will often move toward that light before exploring anything else

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light• Humans are naturally drawn to light• If you place a player in a dark room with a pool of light at one end,

she will often move toward that light before exploring anything else– Similarity

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light• Humans are naturally drawn to light• If you place a player in a dark room with a pool of light at one end,

she will often move toward that light before exploring anything else– Similarity

• Once a player has seen that something in the world is good in some way (helpful, healing, valuable, etc.), she will seek out similar things

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light• Humans are naturally drawn to light• If you place a player in a dark room with a pool of light at one end,

she will often move toward that light before exploring anything else– Similarity

• Once a player has seen that something in the world is good in some way (helpful, healing, valuable, etc.), she will seek out similar things

– Trails

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light• Humans are naturally drawn to light• If you place a player in a dark room with a pool of light at one end,

she will often move toward that light before exploring anything else– Similarity

• Once a player has seen that something in the world is good in some way (helpful, healing, valuable, etc.), she will seek out similar things

– Trails• Similarity can lead to a breadcrumb-trail-like effect

15

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Seven Methods of Indirect Guidance§ Visual Design — The broadest category of Indirect Guidance

– Light• Humans are naturally drawn to light• If you place a player in a dark room with a pool of light at one end,

she will often move toward that light before exploring anything else– Similarity

• Once a player has seen that something in the world is good in some way (helpful, healing, valuable, etc.), she will seek out similar things

– Trails• Similarity can lead to a breadcrumb-trail-like effect• The player picks up a certain item and then follows a trail of similar

items to a location that the designer wishes her to explore

15

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks• Large interesting objects can be used as landmarks

16

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks• Large interesting objects can be used as landmarks• Example: Journey by thatgamecompany

16

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks• Large interesting objects can be used as landmarks• Example: Journey by thatgamecompany

– The player starts in the middle of a desert next to a sand dune

16

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks• Large interesting objects can be used as landmarks• Example: Journey by thatgamecompany

– The player starts in the middle of a desert next to a sand dune– Everything around her is the same color except for a dark stone marker

at the top of the tallest nearby dune

16

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks• Large interesting objects can be used as landmarks• Example: Journey by thatgamecompany

– The player starts in the middle of a desert next to a sand dune– Everything around her is the same color except for a dark stone marker

at the top of the tallest nearby dune– The player is driven to move up the dune toward it

16

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks• Large interesting objects can be used as landmarks• Example: Journey by thatgamecompany

– The player starts in the middle of a desert next to a sand dune– Everything around her is the same color except for a dark stone marker

at the top of the tallest nearby dune– The player is driven to move up the dune toward it– Once she reaches the top, the camera rises above her, revealing a

towering mountain with light bursting from the top

16

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Seven Methods of Indirect Guidance§ Visual Design

– Landmarks• Large interesting objects can be used as landmarks• Example: Journey by thatgamecompany

– The player starts in the middle of a desert next to a sand dune– Everything around her is the same color except for a dark stone marker

at the top of the tallest nearby dune– The player is driven to move up the dune toward it– Once she reaches the top, the camera rises above her, revealing a

towering mountain with light bursting from the top– The camera move causes the mountain to emerge from directly behind

the stone marker, showing the player that the mountain is her new goal

16

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows

17

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player• Example: Uncharted 3

17

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player• Example: Uncharted 3

17

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player• Example: Uncharted 3

17

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player• Example: Uncharted 3

17

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player• Example: Uncharted 3

17

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player• Example: Uncharted 3

17

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Seven Methods of Indirect Guidance§ Visual Design

– Arrows• Subtle arrows can be used to guide the player• Example: Uncharted 3

17

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Seven Methods of Indirect Guidance§ Visual Design

– Camera

18

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Seven Methods of Indirect Guidance§ Visual Design

– Camera• Commonly used in traversal puzzles (looks in direction of next move)

18

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Seven Methods of Indirect Guidance§ Visual Design

– Camera• Commonly used in traversal puzzles (looks in direction of next move)• Example: Uncharted 3

18

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

– Image A: Horizontal rungs contrast with vertical elements in scene

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

– Image A: Horizontal rungs contrast with vertical elements in scene

• Brightness

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

– Image A: Horizontal rungs contrast with vertical elements in scene

• Brightness– Image B: Edges are marked with bright/dark

borders

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

– Image A: Horizontal rungs contrast with vertical elements in scene

• Brightness– Image B: Edges are marked with bright/dark

borders• Texture

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

– Image A: Horizontal rungs contrast with vertical elements in scene

• Brightness– Image B: Edges are marked with bright/dark

borders• Texture

– Image C: Smooth cloth texture provides texture contrast with rough rock and wood

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

– Image A: Horizontal rungs contrast with vertical elements in scene

• Brightness– Image B: Edges are marked with bright/dark

borders• Texture

– Image C: Smooth cloth texture provides texture contrast with rough rock and wood

• Color

19

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Seven Methods of Indirect Guidance§ Visual Design

– Contrast• Used to draw attention to certain objects• Directionality

– Image A: Horizontal rungs contrast with vertical elements in scene

• Brightness– Image B: Edges are marked with bright/dark

borders• Texture

– Image C: Smooth cloth texture provides texture contrast with rough rock and wood

• Color– Image D: Blue cloth and yellow pipes

contrast with beige environment

19

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Seven Methods of Indirect Guidance§ Audio Design

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)– Special sounds are used to alert the player when a treasure chest (AC)

or hidden tomb (TR) is nearby

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)– Special sounds are used to alert the player when a treasure chest (AC)

or hidden tomb (TR) is nearby

§ Player Avatar

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)– Special sounds are used to alert the player when a treasure chest (AC)

or hidden tomb (TR) is nearby

§ Player Avatar– A player's character model can have a strong guiding effect

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)– Special sounds are used to alert the player when a treasure chest (AC)

or hidden tomb (TR) is nearby

§ Player Avatar– A player's character model can have a strong guiding effect– If the player character looks like a rock star with a guitar…

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)– Special sounds are used to alert the player when a treasure chest (AC)

or hidden tomb (TR) is nearby

§ Player Avatar– A player's character model can have a strong guiding effect– If the player character looks like a rock star with a guitar…

• The player will expect for her character to be able to play music

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)– Special sounds are used to alert the player when a treasure chest (AC)

or hidden tomb (TR) is nearby

§ Player Avatar– A player's character model can have a strong guiding effect– If the player character looks like a rock star with a guitar…

• The player will expect for her character to be able to play music– If the player character has a sword…

20

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Seven Methods of Indirect Guidance§ Audio Design

– Music can influence a player's mood• Slow, quiet music can lead the player to be more stealthy• Raucous, boisterous music can make the player more bold

– Sound effects can draw attention to possible player actions or hidden objects

• Example: Assassin's Creed 4 & Tomb Raider (2013)– Special sounds are used to alert the player when a treasure chest (AC)

or hidden tomb (TR) is nearby

§ Player Avatar– A player's character model can have a strong guiding effect– If the player character looks like a rock star with a guitar…

• The player will expect for her character to be able to play music– If the player character has a sword…

• The player will expect to be able to hit things and run into combat

20

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage– Negative behavior

21

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage– Negative behavior

• NPC shows what NOT to do

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage– Negative behavior

• NPC shows what NOT to do• Image A: Red circle shows a Nativ who

stepped in a trap and was caught

21

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage– Negative behavior

• NPC shows what NOT to do• Image A: Red circle shows a Nativ who

stepped in a trap and was caught

– Positive behavior

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage– Negative behavior

• NPC shows what NOT to do• Image A: Red circle shows a Nativ who

stepped in a trap and was caught

– Positive behavior• NPC shows proper bahavior

21

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage– Negative behavior

• NPC shows what NOT to do• Image A: Red circle shows a Nativ who

stepped in a trap and was caught

– Positive behavior• NPC shows proper bahavior• Image A: Green circle shows Nativ

jumping to avoid trap

21

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Modeling Behavior• The NPC shows the player good or

bad behavior and the consequences– Example: Kya: Dark Lineage– Negative behavior

• NPC shows what NOT to do• Image A: Red circle shows a Nativ who

stepped in a trap and was caught

– Positive behavior• NPC shows proper bahavior• Image A: Green circle shows Nativ

jumping to avoid trap• Image B: Green circle shows Native

stopping to wait for wind trap

21

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Safety

22

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Safety• Image C & D: Green circle shows

Nativ taking potentially-dangerous action

22

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Safety• Image C & D: Green circle shows

Nativ taking potentially-dangerous action

• Because the Nativ shows confidence doing so, the player doesn't fear

22

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Emotional Connections

23

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Emotional Connections• Players can be influenced by their emotional connections to NPCs

23

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Emotional Connections• Players can be influenced by their emotional connections to NPCs

– Example: Journey

23

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Emotional Connections• Players can be influenced by their emotional connections to NPCs

– Example: Journey• Image A: The player encounters the first other creature she has seen

in the game

23

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Emotional Connections• Players can be influenced by their emotional connections to NPCs

– Example: Journey• Image A: The player encounters the first other creature she has seen

in the game• Image B: When the creature flies off, the player follows it

(presumably to avoid loneliness)

23

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Seven Methods of Indirect Guidance§ Non-Player Characters

– Emotional Connections• Players can be influenced by their emotional connections to NPCs

– Example: Journey• Image A: The player encounters the first other creature she has seen

in the game• Image B: When the creature flies off, the player follows it

(presumably to avoid loneliness) – Players also chase NPCs out of anger (Assassin's Creed 4)

23

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Teaching New Skills and Concepts

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

– With today's games, it's much more complex

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

– With today's games, it's much more complex• 1 D-Pad

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

– With today's games, it's much more complex• 1 D-Pad• 2 Analog Sticks

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

– With today's games, it's much more complex• 1 D-Pad• 2 Analog Sticks• A, B, X, Y, LB, RB, L-Stick, R-Stick, Start, & Back Buttons

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

– With today's games, it's much more complex• 1 D-Pad• 2 Analog Sticks• A, B, X, Y, LB, RB, L-Stick, R-Stick, Start, & Back Buttons• Left and Right Analog Triggers

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

– With today's games, it's much more complex• 1 D-Pad• 2 Analog Sticks• A, B, X, Y, LB, RB, L-Stick, R-Stick, Start, & Back Buttons• Left and Right Analog Triggers

– Even then, many buttons on the controller are used for multiple actions

24

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Teaching New Skills and Concepts§ When games were simpler, this wasn't an issue

– Super Mario Bros. had on the NES controller had• 1 D-Pad - Direction• A - Jump• B - Run or Toss Fireball• Start & Select Buttons

– With today's games, it's much more complex• 1 D-Pad• 2 Analog Sticks• A, B, X, Y, LB, RB, L-Stick, R-Stick, Start, & Back Buttons• Left and Right Analog Triggers

– Even then, many buttons on the controller are used for multiple actions

§ With so many controls, training of the player must be sequenced properly

24

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Teaching New Skills and Concepts

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

– Adding Danger

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

– Adding Danger• Some danger (penalty for failure) is added

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

– Adding Danger• Some danger (penalty for failure) is added• Success is still relatively easy

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

– Adding Danger• Some danger (penalty for failure) is added• Success is still relatively easy

– Increased Difficulty

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

– Adding Danger• Some danger (penalty for failure) is added• Success is still relatively easy

– Increased Difficulty• Player must now demonstrate mastery over the new mechanic

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

– Adding Danger• Some danger (penalty for failure) is added• Success is still relatively easy

– Increased Difficulty• Player must now demonstrate mastery over the new mechanic

– Integration

25

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Teaching New Skills and Concepts§ Sequencing — The art of gently presenting new information

– Isolated Introduction• The player is introduced to the new mechanic such that she must

use it to continue• No time pressure or danger of injury

– Expansion• Expands use of the new mechanic• Still not penalty for failing to do so correctly

– Adding Danger• Some danger (penalty for failure) is added• Success is still relatively easy

– Increased Difficulty• Player must now demonstrate mastery over the new mechanic

– Integration• Once the player understands the mechanic, she is required to

integrate it with other mechanics in the game

25

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Teaching New Skills and Concepts

26

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Teaching New Skills and Concepts§ Example:

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B• Player must pump X to

hover

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B• Player must pump X to

hover– Adding Danger: C & D

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B• Player must pump X to

hover– Adding Danger: C & D

• Dangerous areas are red

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B• Player must pump X to

hover– Adding Danger: C & D

• Dangerous areas are red• Can pass C without

pressing X

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B• Player must pump X to

hover– Adding Danger: C & D

• Dangerous areas are red• Can pass C without

pressing X• Can just hold X to pass D

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B• Player must pump X to

hover– Adding Danger: C & D

• Dangerous areas are red• Can pass C without

pressing X• Can just hold X to pass D

– Increased Difficulty: E & F

26

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Teaching New Skills and Concepts§ Example:

– Kya: Dark Lineage (PS2)– Isolated Introduction: A

• Player must press X to drop below the wall

– Expansion: B• Player must pump X to

hover– Adding Danger: C & D

• Dangerous areas are red• Can pass C without

pressing X• Can just hold X to pass D

– Increased Difficulty: E & F• Player must pump X to pass

without damage

26

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Judging the Quality of Indirect Guidance

27

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Judging the Quality of Indirect Guidance§ Ask the following questions to judge your indirect

guidance:

27

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Judging the Quality of Indirect Guidance§ Ask the following questions to judge your indirect

guidance:– What percentage of players acted in the way that you

intended?

27

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Judging the Quality of Indirect Guidance§ Ask the following questions to judge your indirect

guidance:– What percentage of players acted in the way that you

intended?– How aware were the players that their actions were being

influenced?

27

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Judging the Quality of Indirect Guidance§ Ask the following questions to judge your indirect

guidance:– What percentage of players acted in the way that you

intended?– How aware were the players that their actions were being

influenced?– How important is it to you that the guidance is covert?

27

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Judging the Quality of Indirect Guidance§ Ask the following questions to judge your indirect

guidance:– What percentage of players acted in the way that you

intended?– How aware were the players that their actions were being

influenced?– How important is it to you that the guidance is covert?– In other words, how important is it to you that the player

feels like she made the decision on her own?

27

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Chapter 13 – Summary

28

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Chapter 13 – Summary

28

§ Both direct and indirect guidance are very important to today's complex games

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Chapter 13 – Summary

28

§ Both direct and indirect guidance are very important to today's complex games

§ Various methods exist for each

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Chapter 13 – Summary

28

§ Both direct and indirect guidance are very important to today's complex games

§ Various methods exist for each§ Sequencing is an excellent way to teach new skills

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Chapter 13 – Summary

28

§ Both direct and indirect guidance are very important to today's complex games

§ Various methods exist for each§ Sequencing is an excellent way to teach new skills

§ Next Chapter: The Digital Game Industry

Page 255: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Chapter 13 – Summary

28

§ Both direct and indirect guidance are very important to today's complex games

§ Various methods exist for each§ Sequencing is an excellent way to teach new skills

§ Next Chapter: The Digital Game Industry– Information about the game industry

Page 256: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Chapter 13 – Summary

28

§ Both direct and indirect guidance are very important to today's complex games

§ Various methods exist for each§ Sequencing is an excellent way to teach new skills

§ Next Chapter: The Digital Game Industry– Information about the game industry– Should you go to school for game design?

Page 257: GUIDING THE PLAYER - Proto · 2014. 7. 17. · – Example: The Legend of Zelda: Ocarina of Time • Long-Term Goal: Navi tells Link that he has been summoned by the Great Deku Tree

Chapter 13 – Summary

28

§ Both direct and indirect guidance are very important to today's complex games

§ Various methods exist for each§ Sequencing is an excellent way to teach new skills

§ Next Chapter: The Digital Game Industry– Information about the game industry– Should you go to school for game design?– How to meet people in the game industry