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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КОМЕНТАРІ • 40

  • @volkanhto
    @volkanhto 5 років тому +28

    Calling the RPG systems of Skyrim dense and rich (!) seems a bit silly to me. Otherwise good talk.

  • @soup5981
    @soup5981 5 років тому +13

    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?

  • @psychodriveskip
    @psychodriveskip Рік тому

    Y'all came here gotta play Wildermyth with a group of friends.

  • @bekjanz
    @bekjanz 5 років тому +15

    this talk is EXACTLY what I was looking for, explanation of why and how to approach the problem, many thanks, this was truly helpful

  • @JBeestonian
    @JBeestonian 5 років тому +7

    I don't understand how anyone can talk about player agency without talking about Mount and Blade.

  • @sirdiealot7805
    @sirdiealot7805 5 років тому +4

    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.

  • @ElectroVenik90
    @ElectroVenik90 5 років тому +4

    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).

  • @gabrielandy9272
    @gabrielandy9272 2 роки тому

    i dislike last of us and very scripted games like that, so this means i don't have "Volition" for this?

  • @georgehall7749
    @georgehall7749 5 років тому +7

    Chris Roberts is shooting for just this. I hope we get it.

  • @m_s7155
    @m_s7155 5 років тому +1

    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.

  • @Doushibag
    @Doushibag 2 роки тому +5

    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.

  • @richardm4138
    @richardm4138 2 роки тому +2

    This is the best GDC talk. Thank you

  • @eskimoform
    @eskimoform 5 років тому +8

    This is largely why 4X games suck players in for so long.

  • @Zer0li
    @Zer0li 5 років тому

    Great talk. Just great!

  • @misterbeach8826
    @misterbeach8826 5 років тому +3

    It is basically about yet another own interpretation of Self-Determination Theory (Autonomy, Relatedness, Competence)

  • @RaphzTube
    @RaphzTube 5 років тому +13

    Wasn't that already up on the channel?

  • @nithssh
    @nithssh 5 років тому +6

    seems like a huge issue for a lot of games these days.

  • @postblitz
    @postblitz 5 років тому +1

    18:00

  • @MrSmartass42
    @MrSmartass42 5 років тому +3

    4:50