Charles Mauro published an incredibly insightful case on
what makes games work – using Angry Birds as a demonstration. This is my interpretation of the major points he makes (to see my basic philosophy about gamification, see here and here). I am sure he will let me know if any of
it is way off.
Games make a
system engaging when/if they:
·
Use a simple basic interaction model that allows
users to build a robust schema quickly (during their first user
experience). This reduces the need to
learn the interaction model, which most users find frustrating. It is not as fun as learning content.
·
Have a response time that is fast enough for
effective interaction (users get what they need before they need to use it),
but slow enough and variable enough to create mystery and anticipation. The response/feedback should also be slow
enough to enable learning (time to process the feedback) and error correction
(time to change before an action has irreversible negative consequences) when
appropriate.
·
Have some variation just for observation – no
learning is necessary but again adds more mystery and anticipation and keeps it
from getting stale.
·
Never require more working memory than the user
has available. But don't require so little that it becomes boring. This can be done by including variations that
are not essential for use, but enhance use.
This means users can learn them at their own pace and can forget them
without penalty. This keeps it from
getting stale. It also allows users to
allocate more working memory when they want to, but less when they need to.
·
Provide breaks periodically to prevent WM and
attention from fatiguing. This is
especially effective during phase shifts (when a user makes it to a higher
level, there is often a pause to “load” the next one).
·
Enhance mystery by having some responses that
appear without any user input and at random intervals.
·
Use audio to give advance warning of pace. But have the audio vary enough not to get
boring. The mean pace can be equal to
the interface pace but vary a little faster and little slower along the way.
·
The audio is synched with interface actions as
well as its pace.
·
The visual complexity matches the game interaction
complexity.
Most of these are true for enhancing user experience in general. They create a sense of "flow". But they are even more critical for games because without flow a game is just work.
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