Authenticity - Relationship to Experiences.
What is an experience?
-A single or series of events which invoke an emotional responce which is memorable.
-There is no such thing as a completely forgettable experience as even the most uninteresting experience will be remembered as boring.
Authentic Experiences
-True to itself - stripped down of all frivolity and artificial accompaniment.
Joseph Pine, 2004 -
"There is no such thing as an inauthentic experience. This is because the experience takes place inside of us, it is our reaction to the events that are staged in front of us. So if we are in any sense authentic human beings then every experience we have is authentic."
Experiences can be shared but no two humans experience things in the same way.
There is no such thing as a completely authentic experience either?
An 'authentic' safari trip? Up close and personal, sun down on head, jeep, authentic food...
Grass roots, sense of danger, back to nature.
But, is this really authentic?
Depends on what you're trying to achieve!
Paradox!
Pine argues -
"As people who wish to serve our consumers, we have to render what the consumer perceives as authentic."
How do we render reality?
By their very nature, Computer games generate 'inauthentic experiences' with artificial characters, environments and boundaries.
As game designers, we're creating a fictional reality and immersing them.
However, we never claim that its a real world. Player accepts and indulges in the fantasy of it for the benefit of the experience.
A talk by Joseph Pine.
Commodities > Goods > Commodotisation > Customization > Service > Commodotisation
Time to go beyond all this.
Experience is now the predominant economic goods.
There is no such thing as inauthentic! No such thing as truly natural experience.
Authenticity is now the new consumer sensibility- now the basis of the consumer sensibility.
Economic Output - Business Imperative - Consumer sensibility
Commodities > Supply > Availability
Goods > Control > Costs
Services > Improve > Quality
Experiences > Render > Authenticity
Be true to yourself.
1- Don't say you're authentic, if you're not authentic.
2- Easier to be authentic if you're not saying it.
3- If you're saying authentic, then you better be authentic.
Importance of Experiences within Modern Games and Design.
Jesse Shell, 2008 -
"Games designers only care about what seems to exist. The player and game are real, the experience is imaginary, but games designers are judged by the quality of the experience"
Game itself is NOT the experience.
Books and films are linear.
-No choice, given everything on a plate.
-Direct mapping between what the creator creates and the audience experiences.
Games give the audience much more control over pacing and series of events.
-When trying to create interactive music, can be a nightmare. Building and building... As audio designers, player's needs must be catered for, control must be given.
More planning is required in order to ensure the user is given sufficient direction to experience what we intent them to experience.
Player is more immersed, they have more control. They need to feel they've created the experience themselves, despite it being designed for them all along.
How do we measure experiences?
Introspection.
-Act of examining own thoughts and feelings whilst the experience was taking place. Allows us to measure experience.
We can only know our own experiences.
Reflection, Observation and Evaluation = Informed judgements about what is working and what isn't.
Then this can compare with the intended experience.
Introspection is Imperfect - you may think differently from another.
We do not design or develop games alone, different members of a team will have different experiences and opinions. Hard to resolve as there is no right or wrong opinion with personal experience.
Intended audience won't be the only ones to play the game. People will interpret and experience game in a way which is totally unaccounted for i.e. A traumatized refugee or ex-soldier playing a gory game based on armed conflict.
Because of this, mindfulness of this reality is imperative.
Give the player the freedom to do what they want in the game and blur
the limitations but still direct them towards the experience.
"Personal opinions cannot be trusted" - poses its own problems.
You can't leave every decision to play-testing.
Sometimes, we have to pull rank. Sometimes, we have to run with an idea to explore it.
Play-testing can only occur occasionally where as design is happening on a daily basis.
Core vision and achievements are useful to keep the game on track.
Introspection can be counter intuitive.
Try consciously think about why you're enjoying it and you'll find you're enjoying it less - taking yourself away from the experience to analyses it.
Passive emotion monitoring - Map emotions to a controller. Allow a play-tester to input to the controller where emotions happened.
What creates experiences in games?
Game Mechanics - What are they?
Jesse Shell ,2008 -
" Game mechanics are a core of what a game truely is. They are the interactions and relationships that will remain when all of the aesthetics, technology and story are stripped away."
1 - Space. Player's boundaries, space in which the player interacts with the virtual world.
2 - Objects. Things that reside in the space. Manipulated. Scenery, characters, actors.
3 - Attribute. Various statistics or components that make up the objects in the game. Broken down to XYZ.
4 - States. Variables of attributes. E.g The % of health of a character.
These all define what is possible in the game.
One of the jobs we have as designers is to make sure the mechanics work correctly. Otherwise, players can become frustrated.
You can have controls which are designed badly.
Or..
Controls which are designed to seem bad and limit the player to enhance experience.
Even the best plot line, graphics and high audio quality will be unable to compensate for flawed mechanics.
BUGS
Nemesis of designers.
-Vigilant playtesting
-Virtually impossible to have a bug free game.
-The best games are those which developers have ironed out all game-breaking bugs and most if not all aesthetic bugs as these will be most noticeable to the player.
What creates an experience in a game?
Favorite experiences in games?
What emotions?
What components contributes?
Experienced it in real life?
Plot - One of the most powerful tools we have as a designer
- Triumph
- Tragedy
- Romance
- Humor
Games with no plot -
Goals.
Player driven plotlines - unlike liner experiences, games have the unique potential to allow the player to play an active roll in the plot. Your decisions effect endings.
Perhaps experience is freedom of choice?
Player feels responsible for how the plot develops.
Characters
Almost every plot contain characters.
These can be broken down into categories -
Major - central role
Minor - Interlink major characters.
Redshirts - serve as convenient disposable elements.
Aesthetics
Visual graphics and accompanying audio is the primary bridge between game and player.
Make up everything players can see... including GUI.
"wow"
Why is Reality Important?
Environments in games which are historically accurate or which closely resemble real-world places are more believable.
Games with more realistic visuals and audio are generally more immersive - thus more believable to the player thus, in turn invoke stronger emotional responses.
More realistic and believable - easier for the player to make an emotional connection.
Stronger emotional attachments = Profound experiences = more memorable.
How Authentic Experiences and Our Relationships With Reality Are Shaping Modern Games.
Games are looking for authentic experiences. They have become more demanding.
Club Penguin. (not so) Free to play.
Jesse Shell,(2010) Club Penguin takes advantage of the psycology behind it's intended audience.
Virtual currency can be used to enhance the game but only if they're a paid member.
MMOs
Large numbers of players. Virtual Economy.
Raw materials > Commodities > Combined to provide services.
All have staggered monetary values.
Time invested = worthwhile = justified subscription fee.
Facebook games!
Although we are looking away from technology when looking at future designs, it is important to see how it bridges the gap between reality and authentic experiences.
Peripherals - the bridge.
Physical hardware which allow the player to interact with the game.
Guitar Hero?? Rock Band?? Silent Scope without sniper rifle?
Where are we heading?
Project Glass? Oculus Rift?
Are the Holodecks so unbelievable?