February 3, 2010

Psychology for Game Designers 101 – R…

Posted in Psychology For Games Designers tagged , , , , , , , , , , at 4:05 pm by Brithius

I’m hoping this series will be one of the more useful and better written parts of this site, but it’s also going to be one of the most complex, so I may come back to these posts later and make alterations.

Introduction to Psychology for Game Designers

Game designers need to know a certain degree of psychology. Mostly, this is topics that seem obvious, such as, repeatedly killing the player with a punishingly hard section is going to cause frustration. However, with some more elaborate techniques the game can be developed into something far more impressive. A large proportion of game design revolves around trying to make the player think certain things and behave certain ways. For example, the game designer needs to show a player instantly if a character is a friend or foe and needs to always ensure the player knows where to go next, even if they havn’t been told. I’m not suggesting game designers spend a year studying psychology, but some learning of basic ideas can he helpful.

This document will be split into multiple sections. Firstly, a simple explaination of reinforcement in games, then a description of the psychology behind reinforcement, a section detailing some examples of reinforcement from popular games, some examples of ways to reinforce training and finally a summary of the article with points to consider.

Reinforcement

Reinforcment is the most simple of psychological concepts the designer must understand. I did construct a simple demo application to show reinforcement in a simple game, but WordPress doesn’t allow Flash embedding so instead we’ll move on.

It is worth mentioning that the true psychological definition of reinforcement is a little different than the pop-culture definition. I’ll be using the pop-culture definition mostly, but in the phychology section, I’ll explain the traditional classification.

Reinforcement is a form of player-training. Through rewarding the player for correct actions and punishing them for incorrect actions, the player eventually learns the correct way to play the game.

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