When designing a game it is good to keep in mind the your goal is to make the game a 'fun' experience for the players, but how does one achieve this fun in a game?
In the article 'Gamification User Types and the 4 Keys 2 Fun', Andzej Maczewski talks about the different types of players, what they want to do, why they find it fun, and how that type of fun is achieved.
The following image is a good representation of what Maczewski is saying in his articale. Socialiser, Achiever, Philanthropist and Free Spirit are the player types. The text in red is what the respective player wants from the game, and the yellow text is why they want it. Finally the three words at the top shows how to give players that type of fun.
Different players enjoy games in their own way, however it does not mean that each player is limited to falling under just a single player type. Even when designing a game for a specific audience, one should try to appeal to as many player types as possible - and even more so if you want to interest a wider audience.
As one of my lecturers stated: The most successful games tend to offer their players at least three types of fun.
How Does This Relate to My Dissertation Proposal?
In my dissertation I am trying to find ways to get players to be able to play together more freely in MMORPG-like environments without being hindered by the game's mechanics.
As opposed to playing alone, when players spend their time playing together, they get to take part in activities which involve communication, co-operation and competition. This happens to be the 'people fun' that socialiser player is motivated by when playing games.
It would be a big improvement to the player experience if MMORPGs would find new mechanics which do not hinder people fun.
This point aside, I still have to design a playable game. It would do me good to try and include as many of the types of fun as possible, therefore I will most likely refer back to this post as a guide when designing my own game.
As opposed to playing alone, when players spend their time playing together, they get to take part in activities which involve communication, co-operation and competition. This happens to be the 'people fun' that socialiser player is motivated by when playing games.
It would be a big improvement to the player experience if MMORPGs would find new mechanics which do not hinder people fun.
This point aside, I still have to design a playable game. It would do me good to try and include as many of the types of fun as possible, therefore I will most likely refer back to this post as a guide when designing my own game.
References
Andrzej Marczewski. (2013). Gamification User Types and the 4 Keys 2 Fun. Available: http://www.gamasutra.com/blogs/AndrzejMarczewski/20130610/193985/Gamification_User_Types_and_the_4_Keys_2_Fun.php. Last accessed 30th Oct 2014.
