Prey is an example of a game that succeeds in utilizing the three aspects of a game that get and hold a player's attention. At the start, the game grabs you with its beautiful, photorealistic graphics, and high levels of environmental interactivity. Then the true story is revealed, shocking the player and engrossing them to learn more about what set the events of the story in place. And finally, after some hand holding, the player is let go in a staggeringly large environment, with numerous choices and possibilities. And not just choices as far as exploration and following the story, but also for learning new mechanics to master the unconventional combat, and understanding the complex RPG-esque elements in place. Prey overwhelmed me, to say the least. And how hard it worked to get my attention, it ended up losing my attention. It was too gosh darn complex for me.
I was also going to bring up Prey, I love that game. I remember breaking into a locked security booth by using the mimic ability to turn into a coffee mug, and roll under the gap in the window for passing documents to get in. I love how many solutions there are to any situation you're dealing with whether it's enemies or breaking into areas that are locked
His opinion on immersion explains the fight with Nadine, which broke immersion so hard that I paused the game and stopped playing for a while. It was that bad And before someone accuses me of being a straight white male as if it's some form of defense, I am none of those things.
Great video! I personally disagree that immersion (aka player feeling being a character in a game) shouldn't be a goal. But you right in the regard that calculating the degree of immersion (so a player wouldn't be too lost in the game) is a very ambiguous and complex thing. So "attention lens" is far more simple and convenient to measure and to adjust the game experience.
I think they created a perfect game models for a boring, I repeat boring gameplay style. But I can teach them how to create better gameplay, it's gonna be a perfect combo of a perfect models and good gameplay
Single player maybe is good, but multiplayer is just shooting, another boring shooter. I haven't played it btw, I've seen a lot of videos and pro players. I think devs spend too much resources for a such simple multiplayer. I wonder what is good in there, can u tell me ?
"I haven't played it" yet you criticise it. That's rich. Uncharted's multiplayer isn't anything that will ever set the world on fire, but a competitive experience using the tools from the singleplayer such as fast-paced traversal with a large amount of playable characters, set in beautiful environments, certainly has its charms. Obviously the primary focus of Naughty Dog has always been single player, it's their specialty, and they've won many awards based on their ability to create well-paced, engaging experiences with lots of variety. Arguably with stuff like Last of Us they've succeeded Valve in this area.
more like "we keep playing ~these~ games instead of ~those~ games bc they give us the power to set & fulfill our own goals (not necessarily bc they're pretty or bc it feels like we're inside them, though that helps), and if you design your game with this in mind it'll become one of ~these~ games"
The attention tracking metrics is a really cool concept, especially the "bad jumps" solution being so clever. Great talk
the best GDC talk i've heard so far. He's very well spoken, knowledgeable and i like that he gives resources to look at
this feels like a 10 minutes video for me. Amazing
That intro was... something.
This talk touch important subjects that every indie developer overlook.
Prey is an example of a game that succeeds in utilizing the three aspects of a game that get and hold a player's attention. At the start, the game grabs you with its beautiful, photorealistic graphics, and high levels of environmental interactivity. Then the true story is revealed, shocking the player and engrossing them to learn more about what set the events of the story in place. And finally, after some hand holding, the player is let go in a staggeringly large environment, with numerous choices and possibilities. And not just choices as far as exploration and following the story, but also for learning new mechanics to master the unconventional combat, and understanding the complex RPG-esque elements in place. Prey overwhelmed me, to say the least. And how hard it worked to get my attention, it ended up losing my attention. It was too gosh darn complex for me.
all of the visual elements are not as attention holding as Asking you to make a decision
I was also going to bring up Prey, I love that game. I remember breaking into a locked security booth by using the mimic ability to turn into a coffee mug, and roll under the gap in the window for passing documents to get in. I love how many solutions there are to any situation you're dealing with whether it's enemies or breaking into areas that are locked
@@nathane.9286 there are tons of choices to make in Prey all the time, from gameplay to narrative to character ones.
Aloha and mahalo for the info!
His opinion on immersion explains the fight with Nadine, which broke immersion so hard that I paused the game and stopped playing for a while. It was that bad
And before someone accuses me of being a straight white male as if it's some form of defense, I am none of those things.
Great video!
I personally disagree that immersion (aka player feeling being a character in a game) shouldn't be a goal. But you right in the regard that calculating the degree of immersion (so a player wouldn't be too lost in the game) is a very ambiguous and complex thing. So "attention lens" is far more simple and convenient to measure and to adjust the game experience.
the intro was too long and i lost focus and just skipped
zoomer moment
This video is a goldmine! Amazing:)
I'm sure Naughty Dog can't afford eye tracking gear and has to ask for a freebe...
The Zomborgealypse cometh.......
I'm at the beginning but can tell from the title that Bethesda should watch this #Fallout76
I think they created a perfect game models for a boring, I repeat boring gameplay style. But I can teach them how to create better gameplay, it's gonna be a perfect combo of a perfect models and good gameplay
Just curious, what was boring about its gameplay style?
Single player maybe is good, but multiplayer is just shooting, another boring shooter. I haven't played it btw, I've seen a lot of videos and pro players. I think devs spend too much resources for a such simple multiplayer. I wonder what is good in there, can u tell me ?
"I haven't played it" yet you criticise it. That's rich. Uncharted's multiplayer isn't anything that will ever set the world on fire, but a competitive experience using the tools from the singleplayer such as fast-paced traversal with a large amount of playable characters, set in beautiful environments, certainly has its charms.
Obviously the primary focus of Naughty Dog has always been single player, it's their specialty, and they've won many awards based on their ability to create well-paced, engaging experiences with lots of variety. Arguably with stuff like Last of Us they've succeeded Valve in this area.
Uncharted was released in 2011
akitoakito Uncharted 3 was, but what is your point?
akitoakito yeah. It’s a 2012 talk
yikes really long talk to say "we keep playing games cause we like to play games" 0.o still good talk though.
more like "we keep playing ~these~ games instead of ~those~ games bc they give us the power to set & fulfill our own goals (not necessarily bc they're pretty or bc it feels like we're inside them, though that helps), and if you design your game with this in mind it'll become one of ~these~ games"