Sunday, 11 October 2015

Blog post 3: Games As A Two-Way Conversation

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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