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How to Help Your PlayersStop Saving All The Time
Randy Smith [email protected] Arts Los Angeles
Montreal International Game Summit 2007
A Theory on Save/Load Compulsions
Part One – Some ContextDefinitions and Research
Design Goals and parameters
Math type stuff
Specific design techniques
Part Two – Some Theory
Part One – Some Context
What is a
Save/Load Compulsion
?
ObsessiveCompulsiveDisorder
This “security feeling” is broken in people with OCD.
Sufferers feel the need to check / wash repetitively.
Most drives have natural completion points that trigger goal satisfaction.
Safety drives don’t, so humans developed feedback to know when to stop.
OCD andSave/Load
Compulsive saving = Save doesn’t make players feel safe enough.
Might not be a disorder, as games are different than life – risk and predictability.
“Safety” equally relevant to Save/Load.
Leveling Compulsion Loop
Get More Loot and XP
AbleTo Kill
Harder Monsters
Kill Monsters
Psyche Terms
Positive Reinforcement
Reinforcer stimulus
+
+
+
Save/Load Compulsion Loop
Reload Is Cheap
SaveOften is
Reinforced
SaveOften
+
+
+
Positive Reinforcement
+Reload is
Cheap
Save Often
Negative Reinforcement
-Reload is
Expensive
Save Often
Psyche Terms
Negative Reinforcement
Aversive stimulus
Unified Theory
Expensive reload = aversive stimulus which negatively reinforces Saving Often
“Security feeling” = feedback you’ve saved recently enoughNo “Security feeling” Compulsive Saving
Concepts Going Forward
Player Psychology(Note game worlds different than real world)
Risk and Loss
Cost and Value, e.g. – lost progress
Story Time
…and now…
Ye Olde
Legend of Save/Load
In the beginning, games didn’t need save/load
As games grew longer, save/load was introduced as a “magical bookmark”But then players used this magic to…
Ye Magic of Save/Load
Redo the Past
Eliminate Loss
Strive for Mastery
Explore Possibility
Replay & ye Interactive Medium
Ye Fantasy of “What If… ?”
…this company hadn’t given me a job?
…I had broken up with this girl to be with this girl?
…I’d never moved to this town?
?
?
?
Ye Psychology of Ye Gamer
ye Gamer“What If…” Lack of Commitment
?
Ye Point
Exploring Possibility is at the heart of our art form.
Save/load is a player tool we design that shapes how players experience Replay.
Replay is a way to Explore Possibility.
Types of Save/Load
Save Anywhere – Chaos Theory
Checkpoints – Medal of Honor
Location Bound – Metroid
Resource Limited – Resident Evil
Bookmark – Rogue
No Save – Tekken
Limited
Unlimited
The Danger of Limiting Save/Load
Technology
Compulsive Save/Load = Bad
Unbalances the game
Players don’t enjoy it
Takes attention outside the game
Limiting Save/LoadCan Make Games Better
King Kong
Type:Automatic CheckpointsAdvantage:Felt bound to a seamlessly immersive experience.
Save managed for me.
System Shock
Type:Self-Enforced Checkpoints
Advantage:Felt committed to consequences of own successes and failures
ADOM / Nethack
Type:Bookmarking
Advantage:Enforced learning of huge possibility space via failure.
Enabled a new type of replay experience.
In Pursuit of “What If…”
Unlimited save/load exacerbates. Limiting can help fix.
Eliminate Loss
Strive for Mastery
Explore Possibilityvs.
“What If…”
How at odds?
Most games present clear judgments about “better” and “worse” play.Players replay to strive for Mastery.Loss is imperfection, “worse."
Players are conditioned to load whenever they experience Loss.
Accepting Loss is Crucial to “What If…”
By choosing one thing, you sacrifice another.
If you could get both, or if one was objectively better, then that choice would be more valid.But when players sense loss, they feel urge to reload.
Hypothetical ExampleAdventure game with “What If...” choicesThis girlfriend or that one, then the rest of the game is impacted by that decisionPlayers would feel:
There might be a “right” choice
The loss of one girl triggers urge to reloadThey should use save/load to try out both options
But If You Limit Save/Load
Players forced to commit to decisions
Learn that the game supports consequence
Reverses the “reload at loss” conditioning
Part One, in closing
Reducing compulsions is good, regardless of load/save design
Part Two – Some Theory
Risk and Loss analysis players do
What players gain and lose in the moment to moment
Key
Save Impulse
Load Impulse
Game Time
Size = Strength of Impulse
Save Event
Load Event
Threshold
Impulses strong enough to cause Event
Impulses not strong enough to cause Event
( play without Save/Load )
Loss
Load
Accept Loss
Save
Accept Risk
Risk
or or
Loss Analysis
Chunk 2: Reload
+30
Hit Point delta: -10 / min. x 3 min.
= - 20
= - 30
Chunk 1: Keep Playing
Hit Point delta: -50
=?-
Different Resources
Emotional Value
Prospect Theory
Loss Aversion
Endowment Effect
Context Effect
Anchoring
Transaction vs. Acquisition Value
Framing Effect
Gambler’s Fallacy
Just World Phenomenon
Hyperbolic Discounting
Mental Accounting
Availability Heuristic
Affect Heuristic
Prospect Theory
A sure gain is better than a chance at a greater gain
A sure loss is worse than a chance at a greater loss
Prospect TheoryProspect Theory
Chunk 2: Reload
+30
Hit Point delta: -10 / min. x 3 min.
= - 20
= - 30
Chunk 1: Keep Playing
Hit Point delta: -50
Ways to Reduce Impulse Strength
Math Approach
Psyche Approach
Bias Risk/Loss Analyses Away from Save/Load
Condition Players not to Save/Load
Math Approach
Leverage Psychology to Manipulate Players Away from Save/Load
Psyche Approach
Framing Effect
Gambler’s Fallacy
Loss/Risk In Games vs. Real Life
• Loss is Virtual
• Risk is part of Game Appeal
• Risk is engineered by the Designer
Example Risks
vs.
Players reason about game design
Players are worried about risks to their play experience
Loss Analysis
Chunk 2: Reload
How could I have played, knowing what I know now?
Chunk 1: Keep Playing
How did I play?
Player Values
• Game Resources
• Play Experience
• Real World Time
Regret
Reload Examples
“Screwed up last section anyway” Chunk 1 has low value
Got ambushed Can replay much better after Load
Fell off a ladder, lost progress Lots of Real World Time for Little Play Experience
Loss
Accept Loss Examples
Unique accomplishment ending with resource loss Play Experience vs. Resources
Loss
Loss – Math Approach
• Add Uncertainty– Prior knowledge less applicable– E.g. Wandering monsters
• Telegraphing – Tell them in advance– E.g. Visual language Systems, Audio cues,
Scouting tools
Loss – Math Approach
• Create Emotional Attachment– Systemically recognize dynamic player
accomplishments– Reinforce uniqueness of play experience
Super Smash Bro.s
Loss – Psyche Approach
• Observation = Degree of change in resource more important than amount of resource
• Use many small losses and few large gains
Loss – Psyche Approach
-25
-25
+25
+25
-10-10
-10
-10-10
+50
Loss – Psyche Approach
• Observation = People prefer a “cost of protection” vs. “uncompensated loss”
• Transferable Resources– E.g. – Pay energy points
to restore HPs– Control makes players
feel good, tooX-Wing
Loss – Psyche Approach
• Observation = People like to feel like they got a good dealHow it’s presented makes a difference“Save 200 lives of 600” vs. “400 of 600 will die”
• Present as gains rather than losses– Emphasize gains in trade-offs– Making a come-back feels better than
trying to prevent loss
Reacquire Analysis
Chunk 2: Reload
Chunk 1: Keep Playing Chunk 3: Reacquire
Player Values
• Detour cost
• % chance of success
Reacquire Examples
“Well there’s a 100% health pack right in front of me anyway” Minimal detour, high % chance success
“It’ll be fun to quest for the resources I’m low on.” Chunk 3 has high value of Play Experience
Loss
System Shock
Reload Examples
“I can quest for health potions, but I’ll have to fight more monsters” Iffy % chance of success and resource deltas
Boring Harvesting takes 2 hours Lots of Real World Time for Little Play Experience, Resources
Loss
Reacquire – Math Approach
• Reacquiring = High Play Value
• Allow player to get back on track after detour
• High % chance of Reacquisition
Reacquire – Psyche Approach
• Observation = People assume good things follow bad “I’m due for luck”
• Add +deltas after losses – Expected losses – Level Design– Detected losses – DDA +10
Risk Analysis
Chunk 1: Keep Playing
Chunk 2: Save
• Chunk 2 subtracts out, only Chunk 3 is important
?? ??
Chunk 3: AccomplishmentRisk of
Future Loss
Chunk 1: Keep Playing
Chunk 2: Save• % chance of Loss, Difference in cheapest save/load solution of Chunk 1 vs. Chunk2
Save Examples
X-Com / Heroes of Might & Magic
• Loss = costly (rare / Emotional)
• High % chance of Loss
• Clearly telegraphed save point
Risk
Heroes of Might & Magic
Save Examples
Thief
• High % chance of Loss
• Reacquire path (flee) has less Play Experience value
Risk
Thief
Risk – Math Approach
• We’re screwed
• Saving is always cheaper
• Conditioning:Fewer Reloads Fewer Saves
Risk – Psyche Approach
• Observation = Memorable losses lead to a greater perception of risk
• Make victories vivid and emotional,
Make systemic losses boring
Mortal Kombat
Risk – Psyche Approach
• Observation = Success easy to picture Lower perception of risk
• Phrase Objectives to paint a picture of success “you will succeed like this”
Risk – Psyche Approach
• Observation = People underestimate risks they choose or feel they have control over
• Provide choice about which risks to take, how to take them– Different paths– Configurable Vulnerability / Immunity– Scouting tools Risk assessment
Deus Ex
Risk – Psyche Approach
• Telegraphing upcoming risk– Info helps player manage risk– But advertises itself as save point
• Telegraph if save/load is limited,Otherwise maybe not
Deus Ex
Summary
• Think about player control of Replay when designing Save/Load
• Emphasize Gains, Downplay Losses• Provide Info and Control over Risks• Empower Reacquisition
• Get off on the right foot!
Some References
• Psychology of Risk / Decisions / etc– http://www.risktaking.co.uk/concepts.htm – http://www.schneier.com/essay-155.html – http://en.wikipedia.org/wiki/Decision_theory– http://en.wikipedia.org/wiki/Behavioural_economics – http://en.wikipedia.org/wiki/List_of_cognitive_biases – http://en.wikipedia.org/wiki/Heuristics– http://en.wikipedia.org/wiki/Risk_management – http://en.wikipedia.org/wiki/Loss_aversion – http://www.k-state.edu/psych/cws/pdf/insurance_paper90.P
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