Masochism Gameplay by Nelson

Post on 14-May-2015

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Presentasi dari Nelson Gustav Wisana, Crew dari Agate Studio dalam event Talent Development Saturday Agate Studio. http://agatestudio.com Talent Development Saturday adalah acara Agate Studio crew sharing berbagai topik. Mulai dari Art, Programming, Game Production dan General Business/Management. TDS ini dilakukan tanggal 8 Februari 2014 di Bandung Digital Valley.

Transcript of Masochism Gameplay by Nelson

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The Strange Appeal(Masochism Gameplay)

Nel G WisanaLegion

Agate Studio

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Ada yang namanya masochist moril, ada juga yang namanya masochist eros.

Masochist moril adalah untuk orang yang mempunyai kenikmatan bawah sadar ketikaperasaannya tersakiti. Orang ini mungkin menangis dan terlihat sedih ketika di sakiti. Tapi kesedihan itu membuat ia merasa tenang.

Masochism

ADDICTEDPerasaan tenang ini lama kelamaan berubahmenjadi perasaan senang dan menimbulkan efekcandu bagi orang tersebut yang disertai rasa penasaran dan komitmen yang kuat untukmengulang aktivitas tersebut.

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Sadism & Masochism

Sadist Masochist

Secara Psikologi manusia memiliki kecenderungan untuk memiliki porsinya masingdalam kedua sisi.

Namun faktor terbesar ialah penyangkalan dari fakta tersebut dalam realitakehidupan.

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Prove of Concept• Indulging in depressing music.

• Getting back with exes who previously hurt you.

• Remain in “friendships” with people who make you feel like crap.

• You answer late night requests of a booty call who you have actual feelings for.

• You love to read the comments on something you put online.

• You self-destruct.

Berapa banyak jenis-jenis orang seperti ini yang pernah kamutemui?

We live in a time when the vast majority of games are designed to keep player frustration at a minimum.

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I dream of becoming the best/richest/strongest/etc

Oh... I get it!! (Finally)

I am not good enough...

Progressing and becoming better

I am getting closer to achieve my dream

Achieved/Fed upSuccessful Retail Game / Bored Player

Getting Rewards and new prospect

Continuous Result

Bitter End & Unsatisfying Moment

Learning Phase

Title Mass Appeal

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Circle of Doom

I am not good enough...

Progressing and becoming better

I am getting closer to achieve my dream

INCREASE THE LOOP ENCOUNTER SPEED

Even when we haven’t made progress within the game, designers have to make us feel like we’ve at least made some sort of psychological progress, that our failure has given us a better understanding of how to succeed the next time we try, thus motivating us to give the game another go.

Sample of Masochism Games

• Trial and Errors

• Strongest Dream Factor

• Satisfying Moment

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(Revenge) Hotline Miami

• Strong Feeling of Revenge

• Famous Mechanics borrowed from GTA

• Simpler rules - one hit kill

• Fast pace gameplay

Analysis

• Hate Subject

• Pleasure in specific act

• Adrenalin Rush

• Use Wit and Reflexes

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Others

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(Progress) Dark Soul

• Very Hard Difficulty

• Ongoing Threat Pressure

• Harsh Death Punishment with 2nd chance

• Great Length of Progress

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Analysis

• “I can do Better” feeling

• “I’ve been there” moment

• High Risk and High Reward

• Punishing gameplay

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Others

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(Context Appeal) Tomb Raider

• Loveable Characters

• Great Visual

• Uncharted Gameplay

• Plenty dying moment

• Character Exploitation

• Pleasure in Despair

• Adrenalin Rush

• Physics Randomness

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Others

Let’s Make a Simple M Game

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• Intro

• Tutorial/Help

• Detail

• Complex Player Control

Despite giving the game more value and content, these element may distract and confuse player and resulting in taking more player’s time unproductively.

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• Don’t use intro

• Simple enough without any Tutorial/Help

• No useless detail for gimmicky purpose

• Less Button is good

• Increase difficulty level

1. The game is simple to understand; two clicks and you're in.2. The game presents a clear problem with a clear solution3. The results of action frequently create cascading consequences. (Element of Unpredictability)

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• Revenge

• Progress

• Context Appeal

1. The game is simple to understand; two clicks and you're in.2. The game presents a clear problem with a clear solution3. The results of action frequently create cascading consequences. (Element of Unpredictability)