{"id":258,"date":"2024-10-19T23:03:02","date_gmt":"2024-10-19T23:03:02","guid":{"rendered":"https:\/\/sites.wsagames.com\/ea3g23\/?p=258"},"modified":"2025-01-12T13:36:20","modified_gmt":"2025-01-12T13:36:20","slug":"the-essential-experience","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/ea3g23\/2024\/10\/19\/the-essential-experience\/","title":{"rendered":"The Essential Experience"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Zooming into the essential experience, I first want to define it. An Essential Experience is an emotion, event or encounter that you consider to be heavily important to how the user experiences the game. Therefore, it&#8217;s something you want the <em>player <\/em>to feel. I&#8217;ve identified my essential experiences as <mark class=\"has-inline-color has-luminous-vivid-amber-color\">excitement and thrill <\/mark>(arousal) and <mark class=\"has-inline-color has-pale-cyan-blue-color\">curiosity <\/mark>(to explore). <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">As I&#8217;m making an <strong>adventure-action simulator<\/strong>, I need my game&#8217;s experience to be packed with memorable events, thrills and high-risk rewards. One example could be a battle with a cat, which would be risky because the cat has the upper hand, but if you win, you&#8217;ll get amazing rewards that make the effort worth it. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This is a mood board of the type of reactions that relate to the ideal experience of the player:<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1024\" height=\"665\" src=\"https:\/\/sites.wsagames.com\/ea3g23\/wp-content\/uploads\/sites\/2\/2024\/10\/Essential-Experience-1-1024x665.jpg\" alt=\"\" class=\"wp-image-763\" style=\"width:743px;height:auto\" srcset=\"https:\/\/sites.wsagames.com\/ea3g23\/wp-content\/uploads\/sites\/2\/2024\/10\/Essential-Experience-1-1024x665.jpg 1024w, https:\/\/sites.wsagames.com\/ea3g23\/wp-content\/uploads\/sites\/2\/2024\/10\/Essential-Experience-1-300x195.jpg 300w, https:\/\/sites.wsagames.com\/ea3g23\/wp-content\/uploads\/sites\/2\/2024\/10\/Essential-Experience-1-768x499.jpg 768w, https:\/\/sites.wsagames.com\/ea3g23\/wp-content\/uploads\/sites\/2\/2024\/10\/Essential-Experience-1-1536x997.jpg 1536w, https:\/\/sites.wsagames.com\/ea3g23\/wp-content\/uploads\/sites\/2\/2024\/10\/Essential-Experience-1-850x552.jpg 850w, https:\/\/sites.wsagames.com\/ea3g23\/wp-content\/uploads\/sites\/2\/2024\/10\/Essential-Experience-1.jpg 1551w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n<\/div>\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n\n\n\n<p class=\"wp-block-paragraph\">Since I&#8217;ve identified my focus as <mark class=\"has-inline-color has-luminous-vivid-amber-color\">excitement <\/mark>and <mark class=\"has-inline-color has-pale-cyan-blue-color\">curiosity<\/mark>, I want to break down what makes us as humans feel these emotions in the first place.<\/p>\n\n\n\n<h4 class=\"wp-block-heading has-text-align-center has-white-color has-luminous-vivid-amber-to-luminous-vivid-orange-gradient-background has-text-color has-background has-link-color wp-elements-1\"><strong>Excitement<\/strong><\/h4>\n\n\n\n<p class=\"wp-block-paragraph\">I looked at an article called <em>The Psychology of Excitement: How to Better Engage Your Audience<\/em>. This article is good for me to read as it makes understanding player psychology easier. Excitement is mental but also physical. You can experience psychological responses such as: &#8216;(\u201cbutterflies in the stomach\u201d), trembling, weakness, and sweaty palms&#8217;, which is the body&#8217;s response to a condition. Excitement is a state of arousal, which stimulates emotion and &#8216;readiness for action&#8217;. I would want players to feel ready to act for fight scenes and levels where the humans are actively chasing them. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The article also states two other important things about excitement: 1) That it&#8217;s temporary and 2) It makes people more likely to act. These two factors are extremely important to consider if I want to make the experience happen. If excitement is temporary, it will lead to dopamine-seeking behaviour if the game correctly rewards the player with what they expect. For example, if the player defeats a level, they will expect a big reward such as lots of XP or a new area unlocked. If I keep this in mind, the player will want to relive that experience over and continue to play the game.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The article notes 5 factors that harness excitement:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Strong emotions<\/strong>: <br><mark class=\"has-inline-color has-vivid-red-color\">Article<\/mark>: Users respond more to content that affects them emotionally.<br><mark class=\"has-inline-color has-vivid-green-cyan-color\">My game<\/mark>: When players are shocked or caught off guard, they will keep doing the action.<br><\/li>\n\n\n\n<li><strong>Progress<\/strong>: <br><mark class=\"has-inline-color has-vivid-red-color\">Article<\/mark>: When the user feels that they are progressing, it brings satisfaction.<br><mark class=\"has-inline-color has-vivid-green-cyan-color\">My game<\/mark>: The 5 set levels give a goal for the player to strive for.<br><\/li>\n\n\n\n<li>Strong Design Features: <br><mark class=\"has-inline-color has-vivid-red-color\">Article<\/mark>: Elements like colour can bring a strong sense of identity and engagement with your product.<br><mark class=\"has-inline-color has-vivid-green-cyan-color\">My game<\/mark>: The vivid colour palette of the game creates a strong identity that makes players interested. <br><\/li>\n\n\n\n<li>Price: <br><mark class=\"has-inline-color has-vivid-red-color\">Article<\/mark>: Impulse buyers act based on excitement. A good price means players are more likely to share or recommend the product.<br>My game: The price of the game is reasonable for the content, players may be excited about a new experience and buy it.<br><\/li>\n\n\n\n<li>Limited products: <br><mark class=\"has-inline-color has-vivid-red-color\">Article<\/mark>: Seasonal or limited products can generate excitement due to exclusivity.<br><mark class=\"has-inline-color has-vivid-green-cyan-color\">My game<\/mark>: Seasonal events that keep on updating with limited edition items will keep players engaged.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">I&#8217;ve boldened the 2 factors I think are most important for the essential experience of excitement for users.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n\n\n\n<p class=\"has-text-align-center has-white-color has-text-color has-background has-link-color wp-elements-2 wp-block-paragraph\" style=\"background:linear-gradient(135deg,rgb(71,197,245) 0%,rgb(40,86,252) 100%)\"><strong>Curiosity<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Curiosity can be fostered in different ways. I looked at an article: <em>The 6 Tools To Make (&amp; Keep) People Curious<\/em>, which detailed ways to keep people curious about your work. Although there were 6 points, I wanted to limit this to 3.<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li><strong>Curiosity Is Just Like Hunger<\/strong><br>Curiosity is satisfied similarly to hunger. You can see this with our language about curiosity: &#8220;Sate&#8221; our curiosity, &#8220;Hunger&#8221; for knowledge. (Squire, O., 2023)<br>&#8211; The article suggests that this could be crucial to our survival.<br><br><\/li>\n\n\n\n<li><strong><strong><strong>Withhold Knowledge<\/strong><\/strong><\/strong><br>&#8211; Withholding knowledge prompts the player to discover more about the game: finding easter eggs, secret passages and hidden lore.<br>&#8211; This can help hook people into a story.<br>&#8211; With my game, I could withhold information (e.g. lore) about the characters, and make the players explore to discover it as an incentive.<br><br><\/li>\n\n\n\n<li><strong>Disrupt Expectations<\/strong><br>&#8211; This is all about &#8220;making the familiar unfamiliar&#8221; (Squire, O., 2023), but not to the point where it makes people shut down<br>&#8211; Example from the article: In a Wild Dining experience Schachtschabel created to redefine dining, they took the familiar location of a train but made it unfamiliar by turning it into a location for a dining experience. They then pushed this even further by putting the dining tables in the toilets.<br>&#8211; This subverts people&#8217;s expectations of a familiar location. <br>&#8211; In the game, I could raise expectations for a scary location and make it lighthearted, and vice versa.<\/li>\n<\/ol>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n\n\n\n<h1 class=\"wp-block-heading has-text-align-center has-white-color has-text-color has-background has-link-color has-medium-font-size wp-elements-3\" style=\"background:linear-gradient(135deg,rgb(231,123,7) 32%,rgb(136,224,149) 50%,rgb(56,153,255) 66%)\"><strong>Reflections<\/strong><\/h1>\n\n\n\n<p class=\"wp-block-paragraph\">I&#8217;ve now explored my main essential experiences: <mark class=\"has-inline-color has-luminous-vivid-amber-color\">excitement <\/mark>and <mark class=\"has-inline-color has-pale-cyan-blue-color\">curiosity<\/mark>. Excitement facilitates engagement, and curiosity warrants progress. These will be my game&#8217;s user experience (UX) focus.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To design these experiences, I have to ask myself the three questions that Worldxo.com leaves me:<\/p>\n\n\n\n<ol class=\"wp-block-list\">\n<li>How might you&nbsp;<strong>disrupt people\u2019s expectations<\/strong>?<\/li>\n\n\n\n<li>How might you create a&nbsp;<strong>curiosity gap<\/strong>? (The desire to find that one missing piece of context)<\/li>\n\n\n\n<li>How might you both\u00a0<strong>prevent information overload<\/strong> and also\u00a0<strong>prevent boredom<\/strong>?<\/li>\n<\/ol>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Zooming into the essential experience, I first want to define it. An Essential Experience is an emotion, event or encounter that you consider to be heavily important to how the user experiences the game. Therefore, it&#8217;s something you want the player to feel. I&#8217;ve identified my essential experiences as excitement and thrill (arousal) and curiosity&#8230;<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[22],"tags":[],"class_list":["post-258","post","type-post","status-publish","format-standard","hentry","category-research"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/posts\/258","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/comments?post=258"}],"version-history":[{"count":40,"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/posts\/258\/revisions"}],"predecessor-version":[{"id":1228,"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/posts\/258\/revisions\/1228"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/media?parent=258"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/categories?post=258"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/ea3g23\/wp-json\/wp\/v2\/tags?post=258"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}