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How to Help Your Players Stop Saving All The Time Randy Smith [email protected] Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory on Save/Load Compulsions

How to Help Your Players Stop Saving All The Time Randy Smith [email protected] Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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Page 1: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 2: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Part One – Some ContextDefinitions and Research

Design Goals and parameters

Math type stuff

Specific design techniques

Part Two – Some Theory

Page 3: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Part One – Some Context

Page 4: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

What is a

Save/Load Compulsion

?

Page 5: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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.

Page 6: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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.

Page 7: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Leveling Compulsion Loop

Get More Loot and XP

AbleTo Kill

Harder Monsters

Kill Monsters

Psyche Terms

Positive Reinforcement

Reinforcer stimulus

+

+

+

Page 8: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Save/Load Compulsion Loop

Reload Is Cheap

SaveOften is

Reinforced

SaveOften

+

+

+

Page 9: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Positive Reinforcement

+Reload is

Cheap

Save Often

Page 10: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Negative Reinforcement

-Reload is

Expensive

Save Often

Psyche Terms

Negative Reinforcement

Aversive stimulus

Page 11: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Unified Theory

Expensive reload = aversive stimulus which negatively reinforces Saving Often

“Security feeling” = feedback you’ve saved recently enoughNo “Security feeling” Compulsive Saving

Page 12: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Concepts Going Forward

Player Psychology(Note game worlds different than real world)

Risk and Loss

Cost and Value, e.g. – lost progress

Page 13: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Story Time

…and now…

Page 14: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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…

Page 15: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Ye Magic of Save/Load

Redo the Past

Eliminate Loss

Strive for Mastery

Explore Possibility

Page 16: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Replay & ye Interactive Medium

Page 17: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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?

?

?

?

Page 18: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Ye Psychology of Ye Gamer

ye Gamer“What If…” Lack of Commitment

?

Page 19: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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.

Page 20: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 21: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

The Danger of Limiting Save/Load

Page 22: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Technology

Page 23: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Compulsive Save/Load = Bad

Unbalances the game

Players don’t enjoy it

Takes attention outside the game

Page 24: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Limiting Save/LoadCan Make Games Better

Page 25: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

King Kong

Type:Automatic CheckpointsAdvantage:Felt bound to a seamlessly immersive experience.

Save managed for me.

Page 26: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

System Shock

Type:Self-Enforced Checkpoints

Advantage:Felt committed to consequences of own successes and failures

Page 27: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

ADOM / Nethack

Type:Bookmarking

Advantage:Enforced learning of huge possibility space via failure.

Enabled a new type of replay experience.

Page 28: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

In Pursuit of “What If…”

Unlimited save/load exacerbates. Limiting can help fix.

Eliminate Loss

Strive for Mastery

Explore Possibilityvs.

“What If…”

Page 29: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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.

Page 30: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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.

Page 31: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 32: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

But If You Limit Save/Load

Players forced to commit to decisions

Learn that the game supports consequence

Reverses the “reload at loss” conditioning

Page 33: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Part One, in closing

Reducing compulsions is good, regardless of load/save design

Page 34: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Part Two – Some Theory

Risk and Loss analysis players do

What players gain and lose in the moment to moment

Page 35: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Key

Save Impulse

Load Impulse

Game Time

Size = Strength of Impulse

Save Event

Load Event

Page 36: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Threshold

Impulses strong enough to cause Event

Impulses not strong enough to cause Event

Page 37: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

( play without Save/Load )

Page 38: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Loss

Load

Accept Loss

Save

Accept Risk

Risk

or or

Page 39: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Loss Analysis

Chunk 2: Reload

+30

Hit Point delta: -10 / min. x 3 min.

= - 20

= - 30

Chunk 1: Keep Playing

Hit Point delta: -50

Page 40: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

=?-

Different Resources

Emotional Value

Page 41: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 42: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 43: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 44: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Ways to Reduce Impulse Strength

Math Approach

Psyche Approach

Page 45: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Bias Risk/Loss Analyses Away from Save/Load

Condition Players not to Save/Load

Math Approach

Page 46: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Leverage Psychology to Manipulate Players Away from Save/Load

Psyche Approach

Framing Effect

Gambler’s Fallacy

Page 47: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Loss/Risk In Games vs. Real Life

• Loss is Virtual

• Risk is part of Game Appeal

• Risk is engineered by the Designer

Page 48: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Example Risks

vs.

Players reason about game design

Players are worried about risks to their play experience

Page 49: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 50: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 51: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Accept Loss Examples

Unique accomplishment ending with resource loss Play Experience vs. Resources

Loss

Page 52: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 53: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Loss – Math Approach

• Create Emotional Attachment– Systemically recognize dynamic player

accomplishments– Reinforce uniqueness of play experience

Super Smash Bro.s

Page 54: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Loss – Psyche Approach

• Observation = Degree of change in resource more important than amount of resource

• Use many small losses and few large gains

Page 55: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Loss – Psyche Approach

-25

-25

+25

+25

-10-10

-10

-10-10

+50

Page 56: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 57: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 58: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Reacquire Analysis

Chunk 2: Reload

Chunk 1: Keep Playing Chunk 3: Reacquire

Player Values

• Detour cost

• % chance of success

Page 59: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 60: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 61: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Reacquire – Math Approach

• Reacquiring = High Play Value

• Allow player to get back on track after detour

• High % chance of Reacquisition

Page 62: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 63: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 64: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 65: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Save Examples

Thief

• High % chance of Loss

• Reacquire path (flee) has less Play Experience value

Risk

Thief

Page 66: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Risk – Math Approach

• We’re screwed

• Saving is always cheaper

• Conditioning:Fewer Reloads Fewer Saves

Page 67: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Risk – Psyche Approach

• Observation = Memorable losses lead to a greater perception of risk

• Make victories vivid and emotional,

Make systemic losses boring

Mortal Kombat

Page 68: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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”

Page 69: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 70: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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

Page 71: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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!

Page 72: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

Thanks!

Q & A

Email me for slides:

[email protected]

Page 73: How to Help Your Players Stop Saving All The Time Randy Smith rsmith@ea.com Electronic Arts Los Angeles Montreal International Game Summit 2007 A Theory

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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