Chapter 649: Lecture
"So, I'd love to share with you some of my experiences with this."
After Jester said this, the audience erupted in extremely enthusiastic cheers, obviously, they were still very interested in what Jester had to say.
Jester waited until his voice had subdued.
Only then did he smile and said, "Before I came, to be precise, I was receiving Sid. After Mel's phone call, I thought about what exactly I was going to talk about, which was a big question, first of all, I wanted to know, what is the topic of this lecture I am preparing for, and the name must be determined, right? β
With Jester began his lecture.
The expressions of the audience gradually calmed down.
"Actually, I decided from the beginning that I was going to talk about Civilization as a game that your current professor, Sid Brown. Mel's triumph, which I have also been a part of, and, in collaboration with Sid. Mr. Mel also gave me a lot of inspiration when he made the game together, and I will mention these things in a moment. β
"To get back to the point, first of all, whether it's a lecture or a lecture this time, its name - Game Design Psychology - everything you know is wrong, this is the name I have set now, it is definitely not so important at first, so direct, in fact, my previous alternative names are like this, such as 'the game is not in tune', 'the player is not reliable', 'all the qiΔ you know is unreliable', and so on. But it's still a bit more powerful than 'everything you know' is wrong, so I chose this one. β
With Jester's slightly humorous opening, the audience also showed a hint of a smile.
"What will I talk about in this talk?"
As Jester asked this question, the students and the audience all became attentive.
And Jester paused slightly, as if to give people time to think, and then. He continued.
"Playing games is a mental process, and I talk to Sid. Many of the games that Mr. Mel designed together were based on historical themes such as Civilization, Railroad, and Pirates, and I was inspired to create Age of Empires. β
As he spoke, Jester looked at Sid, who was sitting in the first row under the podium. Mel then applauded, and all the audience was also to Sid. Mel applauded enthusiastically. A tribute to some of the best games he's made before, and Sid. Mel also stood up and bowed slightly, showing his modesty.
Moreover, it seems that this is the first time Jester said that the inspiration for his "Age of Empires" turned out to be from Sid . Mel's game.
Then, Jester smiled and continued.
"When we design games like this, we tend to try to be realistic, and we want to be as historical as possible; The more railroad and pirate textures you have, the better the game will be. After taking this route. I've found that a lot of things I thought I knew were wrong because I didn't take into account what's going on in the player's head. When I realized this, many of the problems were solved. Acknowledging that playing the game is a mental process, we can make some of the game less difficult. Increase the difficulty of another part of the game flow and get a better game. β
"Why do I say that?"
"When studying this idea, we come across several psychological concepts, such as egocentrism. If you like to play Civilization. Then your egocentrism must be very strict. Because the packaging box of "Civilization" clearly reads: "Build a civilization that has been tempered for thousands of years." And then you think: this is a piece of cake! β
Jester said this, and the audience erupted into a small sound of goodwill.
Indeed, many of them have this kind of thinking and experience. They were interested in this kind of historical game, and when they saw this sentence on the box of the game, they felt that it was literally spoken to their hearts, and they also thought that they would definitely be able to do it.
Jester's voice didn't stop with a low laugh, though.
He continued.
ββ¦β¦ We'll also look at paranoia, hallucinations, and self-destructive behaviorβthe last of which is when players deliberately make the game less interesting, or turn their attention away from something other than fun. As game designers, we can minimize the factors that may cause these psychological phenomena or take preventive measures to prevent them from happening. β
"This is something that designers must pay attention to when designing, the game is a game maker, and he must have this ability, the ability to figure out the psychology of the player...... Many of you here are game design students, so I'd like to ask, what do you think is the one theory that has had the most impact on our game design in terms of psychology? β
Jester asked the question as he spoke.
He paused, then looked around the room with his eyes to see if anyone could answer his question.
However, he did not have much time left for these people, he was only silent for a short ten seconds, and everyone sitting there was also meditating, but unfortunately, no one could raise their hand to answer this question.
But Jester doesn't regret it either.
After all, the current game development theory is still relatively rough, not a system at all, much worse than this later life, if he asks a more senior player like this in the later life, maybe that player can answer you quickly, let alone those game designers.
Seeing that no one answered, Jester just smiled and continued.
"Don't think about it too hard, it's not something too advanced and theoretical, it's very basic...... The first major aspect of psychology influencing game design is the so-called 'winner's paradox'. β
With Jester's words, many people present showed a sudden look on their faces, many people have heard of this basic theory of psychology, but it is the first time they have heard of the development of games and this theory, many people heard Jester when they heard this, the look on their faces was obviously a lot more excited.
ββ¦β¦ Why do I say that? Quite simply, because we rarely win in reality, not just us, but only all of us...... For example, the National Football League has eighteen teams, and only one of them will win the Super Bowl. There are more than two dozen teams in the NBA, and only one can win the championship. But in the game we always win, and the players never complain and never think it's a problem. (To be continued......)