Better Game Characters By Design: A Psychological Approach by Katherine Isbister

By Katherine Isbister

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Games are poised for a huge evolution, pushed by way of development in technical sophistication and viewers succeed in. Characters that create strong social and emotional connections with avid gamers in the course of the game-play itself (not simply in reduce scenes) may be necessary to next-generation video games.

However, the foundations of refined personality layout and interplay usually are not broadly understood in the online game improvement group. additional complicating the placement are robust gender and cultural concerns that could effect notion of characters. Katherine Isbister has spent the final 10 years studying what makes interactions with computing device characters beneficial and fascinating to varied audiences.

This paintings has printed that the major to solid layout is leveraging participant psychology: knowing what's memorable, fascinating, and worthwhile to an individual approximately real-life social interactions, and employing these insights to personality layout. online game designers who create nice characters frequently utilize those mental rules with no knowing it.

Better online game Characters via Design offers video game layout pros and different interactive media designers a framework for realizing how social roles and perceptions impact players' reactions to characters, assisting produce improved designs and higher results.

* contains broad illustrations, online game examples, interviews with video game designers, and clips from well known video games at the DVD to demonstrate strategies and top practices
* makes use of a non-technical procedure acceptable for artists and architects in addition to developers
* Introduces and explains key ideas from psychology and social technology, together with cultural and gender particular roles and perceptions, and contains layout routines to discover rules further
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Alt. ISBN:1558609210, 1558609210, 9781558609211

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Extra resources for Better Game Characters By Design: A Psychological Approach

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A) ©1997 Lucasfilm Entertainment Company Ltd. All rights reserved. (b) Image courtesy of Nintendo. qxd 5/10/06 10:31 AM Page 16 CHAPTER ONE • SOCIAL SURFACE Guybrush Threepwood, from The Curse of Monkey Island, is a spindly, talkative pirate who relies more on his wit than his sword. Tetra, from The Legend of Zelda: The Windwaker, although female, is the head of her pirate band. Both characters are more memorable because of their counter-stereotype qualities. 3 Design Pointers Here are a few simple rules of thumb for leveraging social surface effects in character design.

Compare these images with the people as you know them in social interaction— can you see differences in people’s demeanor and strategies for getting along with others that might correlate with the babyface phenomenon? People whose faces are at either extreme may want to discuss the impact that this has had (if any) on their own social style and encounters. 2 Unattractiveness Search Each person should consider the videogames he or she has played and try to find examples of characters that could be considered unattractive by the standards discussed in this chapter.

5 Kira’s gaze and open and leaning body posture indicate that she is very friendly toward Jak. ) Jak and Daxter: The Precursor Legacy is a registered trademark of Sony Computer Entertainment America Inc. Created and developed by Naughty Dog, Inc. ©2001 Sony Computer Entertainment America Inc. *Cut-scene: Cut-scenes or cinematics are prerendered animated sequences used in games to help frame the story and motivation for the player of the game. During most cut-scenes, no actions by the player are possible.

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