PLAYER EXPERIENCE DESIGN
The experience of a player is decided by
the narrative that is provided,
the interaction that is allowed,
the environment that is set up and
the perspective that the player possesses.
Narrative
Interaction
Experience
Environment
Perspective
Usually of two types, physical and social. Both can be designed to a certain degree but are usually not cost effective measures.
The personal biases and awareness of the player. This cannot be controlled but the project can be directed to a predictable target audience.
The following is an ongoing project that I have used to outline player experience design
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Project
ABDUCTED
Pitch
You can't see.
You can't speak.
You can't move.
All you can communicate is
'YES' or 'NO'
The weird sounds and hostile voices tell you a story, but can you believe all that you hear?
Your Objective:
Convince your interrogators to set you free. But be warned, a wrong set of answers can lead to instant termination.
The Interaction Setup
Desired Experience
The player should imagine the game visuals and relate intimately to the game world.
Blind safety + a high number of plausible interpretations of sounds.
Predictability in player response and player persona generation
Execution
The player is blindfolded. All information is presented through audio input (3D Ambient sounds, character voices and interactive feedback)
Player bound to a chair and restrained (by choice).
Controllers that enable only binary input (Yes and No)
Narrative Experience Design
The narrative experience for the player was designed in two tiers.
Linear Tier (Game Mood)
This design scheme ensures an organic flow of the player's mood via a narrative skeletal structure to the game story; Right from before the player actually starts the game, up until after the player has finished a game session.
Curiosity
The hype about the game should make the player want to explore the audio immersive experience. Posters, trailers, hints, advises before play etc.
Anxiety
This experience is surrounding the transition from the real world to the game world. The first interactions in the game need to set in familiarity with the theme of mystery and suspense.
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Learning
Here the player learns his/her way around in the game. This experience pertains to game-world exploration where the player grasps the possible ways to interact with the game system.
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Competing
Having sufficiently learned about how the game works, now the player should feel the urge to compete and beat the system.
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Thirst for more
Having finished a single game session, the player needs to be left wondering what if he/she had made different decisions and played differently? This design adds replay value to the game.
Multilinear Tier (Game Story)
This design scheme is about designing the appropriate story experience for the player. The following steps were undertaken in the process
1. Player Persona Generation
2. Emotion and Instincts Identification
3. Player Actions Identification (Game Mechanics)
4. Mapping player actions to instincts.
5. Constructing the Narrative
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Player Persona Generation
Emotion Identification
Fear
Excitement
Tension
Relief
Amazement
Excitement
Anger
Amazement
Pride
Tension
Fear
Anger
Tension
Relief
Pride
Joy
Joy
Excitement
Amazement
Relief
Instinct Identification
Feel for character
Precaution
Risk-taking
Postgame trivia
Aggressiveness
Revenge
Pretentious
Killjoy
Irrational decision
Collecting Compulsion
Greed
Survival
Competition
Precaution
Random decision
Exploration
Compliance
Hesitance
Player Actions Identification (Game Mechanics)
The design of the game Interaction (as previously shown) allows only four distinct actions via the two binary input controllers as listed below.
YES
When the player presses the left button
NO
When the player presses the right button
NO REPLY
When the player doesn't press either of the buttons.
YES AND NO
When the player presses both the buttons together or in quick succession
Mapping Player Actions to Instincts
This diagram predicts the player instincts that give rise to the four actions.
Compliance
Confession
Survival
Roleplay
Courage
Willingness
Acceptance
Obedience
Truth
Denial
Defiance
Disobedience
Ignorance
Lie
Desperate
Disinterested
Rebel
Reflex
Shock
Surrender
Explore
Reluctance
Uncertainty
Killjoy
Disobedience
Hesitance
Accident
Spoil Sport
Mistake
Rebel
Mislead
Confused
Curious
Desperate
YES
NO REPLY
NO
YES AND NO
Constructing the Narrative
With all the above information the final narrative of the game was designed.
Starting Premise
Player has been abducted and is being interrogated.
Sample Narrative Construct
The narrative follows a question and answers pattern. For each question posed by the Game AI, the player shall respond using the two binary input controllers.
(Yes/No/Both/No Response)
NO
YES
The player wants to take risks
BOTH
Player wants to confuse the AI
NO
Accusation
The player wants to self-protect
N/R
Player wants to play safe
Blackmail
Threaten to punish
Shoot
(Game Over)
YES
Player is a
Game Killer
N/R
Player scared
Time bomb scare
NO
Personal Question
Free to Go
N/R
N/R
Casual
Explorer
YES
Prefers quick game sessions
NO
Non Identification with in-game character
Disinterested Player
NO
YES
Player willing to immerse in game world
Rebellious Player
Reveil Critical Information
Player wants to play more
YES
YES
Story Enthusiast
Competitive Player
Player wants action
BOTH
Connecting the dots
NO
NO
N/R
&
BOTH
Provoking player
to take action
YES
Self-centered player
BOTH
Player wants to confuse the AI
Player
upholding
morality
N/R
&
BOTH
Guild Trip
Player non-responsive
GAME PROTOTYPE
COMING SOON