By Daniel Lende
We’re getting near Christmas, so today I want to talk about something fun—video games. I also want to make the case over today and tomorrow for video games as a great place to apply neuroanthropology. Writing these two blogs will also be my lame gift to myself, a way to vicariously enjoy a genre that can be entirely too addictive for me. No Bioshock for Daniel this Christmas. I’ve sworn off games until the summer… (You do know, of course, that addiction is generally characterized by relapse, so if I start writing about Bioshock, Crysis, or The Witcher in the near future, feel free to give me crap about that.)
This week I read cover-to-cover the new Game Informer, “The World’s #1 Computer and Video Game Magazine.” In the Connect Opinion piece, Geremy Mustard has written an article “Small is Beautiful” on developing small-sized games for the Xbox Live Arcade. As he noted, the “development process for XBLA games is not all that different from making any other game—except it’s smaller.” In particular, the games are capped at 50 megabytes. “That is not very much space—it is about the same size as just a few minutes of compressed video.”
Mustard then highlights what he sees as the crucial challenge that this limited size places on the game developer:
“With smaller file sizes game designers are forced to focus on the true essence of a game. What makes it fun? What makes it unique? Why would I want to play this? These are questions that any design team needs to ask throughout production. When making games for more casual audiences, other questions may include: How fast does the game hook the player? Is it simple to pick up and play? Is it deep enough to play again and again? We found it very helpful to let various types of gamers play the game [Undertow] at different stages of production and watch their reactions. When were they frustrated? Obviously, the more times developers can iterate a game to reduce frustration and increase enjoyment, the more fun that game will be. The fact that everyone on our team still loves playing Undertow tells me that we may have found that elusive fun factor.”
In other words, the developers are focused on the on-going interactive experience with the game—that is the crucial thing for them to both develop and understand. They do that by asking themselves questions, having different types of people play to get feedback, and following a certain cultural script they surely have for “the true essence” of a particular type of game. (On a side note, some companies are also turning to “neuromarketing” to get insight into this process.)
Continue reading “Video Games: The Neuroanthropology of Interaction”