Game Decisions

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In order for the player to be optimally engaged, challenges should be presented at a level equivalent or slightly higher than their current skill. Not too easy, not too hard”(Gigity McD)


The word 'flow state' was coined by Csikszentmihalyi (1975) also known as being “in the zone” This is when the player is fully engaged in the game experience. Csikszentmihalyi put a lot of work into observing and analyzing various groups of people. This theory is focused on the idea of how people should balance their skills and the demands of particular tasks. An example of Flow would be a challenge in a game that interests the player such as a puzzle or a boss battle meant to keep the player interested and not get bored. Csikszentmihalyi also states that flow is related to an ideal psychological condition when a person engages in a challenge-skill activity, often resulting in concentration and a focused emphasis on a task.


A practical technique for improving Flow is to look at what players like and find interesting, it is an invaluable resource as this will give you a better understanding of how to structure your game in a way it flows naturally without affecting the players’ experience and enjoyment. If the player has a high skill set and the game is not a challenge, the player will become disinterested and lose interest in the game. The game must allow the player to grow and learn with each challenge or obstacle so as to stay motivated to continue.


If the player has little to no skill set and the game is too challenging, then the player will become frustrated with anxiety and lose interest in the game as well. A flow chart helps to prevent the game from being too boring or too difficult(create anxiety) which makes the game more successful in terms of achieving Flow. 

Flow chart

The x-axis is the player's skill and the y-axis is the challenge. When the player starts off, the challenges are easy in order to introduce the player to the game system. Over time, this will increase the player's skill. After the player has progressed through the game the challenges get more difficult. This is known as the flow channel and is the ideal place to maintain the player in the flow state. If the challenges are too easy the player will become bored with the game. If the challenges are extremely difficult for the player, the player will get overwhelmed, frustrated or fed up with the game. This is the point where the player reaches the anxiety state of the flow map.


Studies have found
Cook (2008) that there are both positive and negative consequences with game flow. The positive representing cognitive flow “composed of challenge-skill balance, clear goals, and unambiguous feedback,” and a negative element viewed as the emotional flow “composed of action- awareness merging, concentration on the task at hand, sense of control, loss of consciousness, and time transformation.” In the development of computer games, designers must be aware of these two characteristics when developing games.

Flow state?

The state in which the player is in full focus to complete a certain task or section.

A flow state can be identified as one’s maximum focus, dedication and immersion of a game. 

A state where the player is actively engaged in the game

Flow state is the emotions experienced when the activity is going favourably.

Flow Map?

The X-axis is the player's skill and the Y-axis is the challenge. When the player starts off, the challenges are easy in order to introduce the player to the game system. Over time, this will increase the player's skill. After the player has progressed through the game the challenges get more difficult. This is known as the flow channel and is the ideal place to maintain the player in the flow state. If the challenges are too easy the player will become bored of the game. If the challenges are extremely difficult for the player, the player will get overwhelmed, frustrated or fed up with the game. This is the point where the player reaches the anxiety state of the flow map.


Ideal Flow State: Challenge the player - Obtain flow state - Maintain flow state.


Boredom: When the player has a high skill set and the challenge is too easy. This causes them to lose interest.


Anxiety: When the challenge is too hard for the player causes them to lose interest.

To challenge the player by not making the game too easy that the player becomes bored but also not making it too difficult to make the player give up.



How can we adapt our game to deal with the two points above?

By making the challenges harder when time goes by and the player gains more skill.


The learning curve for games has a similar path for the flow state curve. 


‐ Remove extra features

‐ Focus only on the task at hand.


Here’s the learning curve for a game. You can pick up a well-made game and start enjoying it

in a few minutes. The better games have weeks of learning.

They steadily crank up your skills at a much faster pace than most applications. There is no

dreaded dip where users are struggling to acquire the next level of expertise.

Hacks:

‐ Segmenting features by user skill level,

‐ Layering less commonly used or expert features so they are out of the way.

‐ Creating a unifying UI metaphor that lets users understand new tools more easily.

‐ Elegant information architecture and clean visual design.


‐ Use skills that people already know. Don’t force them to learn anything new!


References


Numinous.productions. Dan Cook 2008. Building A Princess Saving App. Available at: <https://numinous.productions/ttft/assets/Cook2008.pdf> [Accessed 9 November 2020].


McD, Gigity (14th June 2018). What is FLOW THEORY in game design? - The Basics - (Part 1). Game Design with Michael, https://www.youtube.com/watch?v=3H8pQyyXxHg [Accessed 9 November 2020].


Sanjamsai S, Phukao P. 2018 Flow experience in computer game playing among Thai university students. Available at: <shorturl.at/rtvGM> [Accessed 9 November 2020].

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