The Freedom Fallacy: Understanding Player Autonomy in Game Design
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- Опубліковано 25 бер 2019
- In this 2017 GDC session, Immersyve's Scott Rigby explains why it is extremely valuable for developers to have a nuanced understanding of player autonomy, enabling them to satisfy players while avoiding common traps that lead down bad design roads.
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Calling the RPG systems of Skyrim dense and rich (!) seems a bit silly to me. Otherwise good talk.
Fundamentally in Wild Hunt, players are roll playing as a Witcher. The fact that they are Geralt only narrows your range of agency they have to shape the game world. Assuming they are invested in their play through y. Contrarily in Skyrim, players can be one of many races and class. Immersion in the narrative here is different depending on the character selection. If in fact these two games provide identical age risk ability, then is the player’s autonomy more freedom to explore the world rather than volition to engage in the narrative/world?
Y'all came here gotta play Wildermyth with a group of friends.
this talk is EXACTLY what I was looking for, explanation of why and how to approach the problem, many thanks, this was truly helpful
I don't understand how anyone can talk about player agency without talking about Mount and Blade.
For the most part I like this talk and think it's valuable, except near the end when he goes full hog behaviorist. Especially at the end when he dreams of games that adjust to your psychological profile it becomes really scary. The problem is that companies will not use this to make better games but they will and probably do already to a degree use these methods to keep players engaged, hooked, addicted and exploit them.
Not a gamedev, but this talk was EXTREMELY USEFUL and very-very interesting especially in "the challenge" perspective. I hope some gamedevs would take those lessons to heart and use them responsibly (I'm looking at you, EA).
i dislike last of us and very scripted games like that, so this means i don't have "Volition" for this?
Chris Roberts is shooting for just this. I hope we get it.
I really feel if you try to put too much psychoanalysis behind a game though you really lose the soul and it ends up being terrible.
Reminds me of when I first saw the preview for No Man's Sky and I was like "Where is the game in this? There is nothing to do. This looks really dumb." Seemed obvious to me it was totally missing the point of using procedural generation to create a big world, because it didn't use it for anything and was just a pointless cheap gallery.
This is the best GDC talk. Thank you
This is largely why 4X games suck players in for so long.
Great talk. Just great!
It is basically about yet another own interpretation of Self-Determination Theory (Autonomy, Relatedness, Competence)
Wasn't that already up on the channel?
seems like a huge issue for a lot of games these days.
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