Critical
Distance has posted an article written by Laralyn McWillams who discusses player
expression. She talks about how multiplayer games are accustomed to allow
players a range of emotional expressions such as how people can type in chat
window, choose their outfits and customise their appearance, use play emotes
and voice chat which are all methods where players can express themselves.
When creating a
multiplayer game system that lets players express themselves, it allows them to
choose positive or negative expressions.
Laralyn
McWillams uses an example for when creating a multiplayer game system that lets
players express themselves:
"During
the development of Free Realms, we considered a system that would let players
rate outfits or even rate each other. We had serious debates around whether
that would involve only positive ratings--a thumbs up--or whether you could
choose between both positive and negative ratings. We even debated the role of
gossip in the lives of kids, and whether our systems should simulate the world
that actually existed or the world we wished existed."
Choices like those
examples above naturally create and cultivate a culture within and around your
game.
Single player
games are also about player expression. Laralyn McWillams explains that a game
relies on player input:
"Press the
space bar to jump, or click on the Twine option you want to see next. These
aren’t just interactions, though. They’re genuine expressions. Players have a
motivation for doing the things they do in games: there’s a reason she jumped
at that moment instead of firing her weapon or sprinting, and there’s a reason
he choose to explore the backyard before the garage."
The "core
loop" is a foundation of a game interaction:
Game events open
a loop that starts a conversation with the player. When an enemy appears, the
player can respond by attacking, fleeing or hiding. The player is given ways to
express themselves in reaction to situations that the game presents.
Developers
online often talk about player retention or a game's "stickiness" How likely a player will maintain to continue
to play a game for? It is known that social interactions make online games
"stickier" whenever those interactions are encouraged and supported
by game system,. in addition of social aspects like clans and PvP increase retention.
Laralyn McWillams believes:
"One of the
reasons social play drives retention is because it better supports player
emotional expression. It creates a two-way conversation. We can see other
attempts to enable two-way conversation in games like Dragon Age and Mass
Effect, where players can choose how they respond to NPCs.
What would it
mean in a game like Skyrim if the player could do something as simple as choose
a facial expression, and NPC characters reacted to it? How would that change
NPC barks as you walk around a city? How would your companion respond?
What if games
that don’t have dialogue systems or avatar customization could still feel as
personal, responsive, and emotionally connected as a multiplayer game? Would it
drive the same virality and stickiness?"
Single player
games are also about player expression that we support, understand and choose
to respond to in game. We are still creating a culture even when there's only a
single player experiencing it. We are cultivating a culture in which players
make right or wrong choices with no meaningful way to express how those choices
feel. Laralyn McWillams explains:
"Most
single-player games start a conversation with players and then leave them
emotionally stranded. We handle pivotal character moments in cutscenes, or when
they’re in live gameplay we leave players only able to run, jump, or crouch. We’re creating a culture where
the expected — and only — response to emotional moments is mute acceptance.
[…]
To that extent, single-player
games have a culture of emotional isolation that goes beyond the fact that
you’re playing them by yourself. I believe that’s a large part of the
popularity of live Let’s Play video feeds: the person playing can finally
express the emotions provoked by a game in a setting where someone’s listening
— because the game clearly isn’t. Isn’t that a mistake in an interactive
medium?"
Laralyn McWilliams is saying that many games could benefit from understanding their players better. We could use information about the players' emotional state to create a better experience. Consider the effect of including that emotional expression in a single player game, How could it be meaningful? How could the game respond to it?
This week in video game blogging:
Laralyn McWillams article on player expression:

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