Cross-media social game experiences
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Transcript of Cross-media social game experiences
Cross-media social game experiencesKillzone 2 & killzone.com
Tip: view the notes for the full transcript
Reinoud Bosman
» Information Architect / Interaction Designer / User Experience Consultant
» Interactive design (mostly web) / usability / internet strategy
» Amsterdam / Sydney / Tokyo / Los Angeles / Berlin
» Web sites / mobile internet / PS3
» Advertising / Government / NGOs / Healthcare / BMFC
» Intereaction design lead on Killzone.com
KILLZONE.COMDesign
Killzone.com
»Next generation website
»Build an Online community
»Support and extend the Game experience
» Integrated with PS3
HISTORYFPS
Castle Wolfenstein (1992)
Doom (1993)
Quake 2 (1997)
Clans
Half life (1998) & Counter strike (1999)
Enhanced multiplay
Killzone (2004)
» First-person shooter for PlayStation 2®
» Developed by Netherlands-based Guerrilla Games
» War on in the near future between Earth forces (the ISA) and the separatist Helghast
» Included multi-player but no success because ofseparately sold PS2 hardware
» Liberation for Playstation Portable ® (2006)
Killzone 2 (2009)
» Single player mode (story line) & Multi player mode» Launch: 25 Feb (Europe), Killzone.com 19 Feb» Badges
» Engineer (repair (open), place sentry turrets)» Medic (heal, revive)
» Character development» Ribbons (e.g. Distinguished Service cross: 50+ hours online)» Ranks (e.g. General: top 10% world-wide players)
» Squads & Clans» Squads: (in-game) see location of squad-members and communicate» Clans: (online) find friends and join a group to play together
EMOTIONDesign for
The 4 Fun Keys30 emotions from gameplay
Putting Emotion into Play ™
XEODesignwww.xeodesign.com
© 2008 XEODesign, Inc.
Hard FunFiero
People FunAmusement
Easy FunCuriosity
Serious FunRelaxation
emotion < choice < mechanic > choice > emotion
whitepapers: xeodesign.com
Designing a cross-media social game experience
1. Deepen the experience (make it more fun!)2. Create cross-over points3. Activate the community
Designing a cross-media social game experience
1. Deepen the experience (make it more fun!)2. Create cross-over points3. Activate the community
1. Deepen the experience Primary qualities of games
»Representation» Interaction»Conflict»Safety
Chris Crawford, The Art of Computer Game Design
1. Deepen the experience Game qualities of killzone.com
»Representation» Interaction
Allowing the user to explore the results of their actions within the game space
»Conflictnot the conflict within the game, but the competition between people
»Safety
INTERACTIONDesign for
Interactions in killzone.com»Killzone 2 multiplayer has a number of » results after each game played, e.g.:
» Who wins, who loses» Which objectives were achieved» The amount of points won or lost» Who killed who when with what
»Capturing these results and storing them in an online environment for competitors to review allows players to boast their achievements: bragging rights
Bragging-rights
Who wins, who loses
Which objectives were achieved
The amount of points won or lost
Who killed who when with what
Bragging-rights
Who wins, who loses I won xx times!
Which objectives were achieved What I had to do to win
The amount of points won or lost I’m in a higher position than you (because I win so much)
Who killed who when with what How I won
Visualize competitive results
»Leaderboards / Hi-scores» Show how well you are doing compared to everyone else
»Tournament results & features» Putting players in the spotlight, lifting them to the top of the community
»Weapon & kill statistics» Showing prowess and skills of individual players
Media Catalyst.
Media Catalyst.
Media Catalyst.
Visualize competitive results
»Leaderboards / Hi-scores» Show how well you are doing compared to everyone else
»Tournament results & features» Putting players in the spotlight, lifting them to the top of the community
»Weapon & kill statistics» Showing prowess and skills of individual players
Media Catalyst.
Media Catalyst.
Visualize competitive results
»Leaderboards / Hi-scores» Show how well you are doing compared to everyone else
»Tournament results & features» Putting players in the spotlight, lifting them to the top of the community
»Weapon & kill statistics» Showing prowess and skills of individual players
Media Catalyst.
Media Catalyst.
COMMUNITYDesign for
Key roles in online communities
» The star Everyone wants to be friends with
» The opinion leader High quality content producer
» The connector Person with many connections
» The addict Very high participation in community
Laurent Goffin, Building the Social Web Experience
» The star Generals (top 10% players)Tournament winners
» The opinion leader Forum discussion leaders
» The connector Clan leaders
» The addict Hard-core gamer
Key roles in online communities
Share your experiences
»From the game, get the data that re-inforce the bragging rights and display them in the online environment
»To share them with other people» Your social group (i.e. your clan)» Your opponents (everybody else)
Media Catalyst.
Media Catalyst.
Communicate about achievements
»Communicate to share experiences (within your social group). To talk about events in and around the game, e.g.» In-game chat (during play)» Online forums (in-between playing)» Messaging system
»Communicate to progress the achievements. To gain a better position compared to your opponents» Challenge other players/clans» Invite players to your clan» Schedule battles & events
Media Catalyst.
EXPERIENCESExtend
Putting Emotion into Play ™
XEODesignwww.xeodesign.com
© 2008 XEODesign, Inc.
The 4 Fun Keys30 emotions from gameplay
Hard FunFiero
People FunAmusement
Easy FunCuriosity
Serious FunRelaxation
emotion < choice < mechanic > choice > emotion
whitepapers: xeodesign.com
The web extends gameplay
Slice & dice player statistics to create new levels of competition» Player interaction > lead / compete > relationships
Create player profiles & friends lists» Personalize > self expression > relationships
Web development never stops
»New gameplay additions, after public release
»Continuous releases
» Interaction with your community
»Extended shelf-life for your games
Extend gameplay into the future
??» Player interaction > mentor > relationships (People Fun)
??» Practice> learning > values (Relaxation)
Or a completely different model» … > … > ...?
How can you extendyour [insert product here] experience?
Reinoud Bosmanreinoud[dot]bosman[a]gmail[dot]com
Full presentation available onhttp://www.slideshare.net/ReinoudBosman/crossmedia-social-game-experiences
Thank you