Day 101 - Lens 63: The Lens of Feedback
The player's
feedback from the game comes from many things: judgment, reward, instruction,
encouragement, and challenge. Use this lens to be sure your feedback loop is
creating the experience you want by continuously asking these questions:
What do players
need to know at this moment?
Looking at this
question at this moment in development, but integrated over the course of the
game will show a progression of things that the players want.
At the opening of the game players need to know the goal of the
game. Then they need to know how to play the game. Then they need to know how
to go about winning the game. Then they need to know that the game will end
soon. Then they need to know who won. That
sounds kind of silly written down, but in the process of designing it is less
clear.
What do players
want to know at this moment?
At the opening of
the game players want to know what it’s like. Then they want to know who they
are in the game. Then they want to know what they can do. Then they want to
know why they should be doing it… though they should probably know that sooner.
Then they want to know where they are going. In the end they want to know what
they have done and why it mattered.
I try to match the feedback that the game is giving the players to
their wants and needs. Largely I use the esthetic of the game and then the narrative
voice of the Teller in the instructions. I try, though this is hard, to make
the shape of the game lend its self to helping the players form the above
questions and then discover the answers to them. Given the dynamic nature of
almost every aspect of this game and the limits of being a board game that will
probably never be as effective or clever as it might sound.
What do I want
players to feel at this moment? How can I give feedback that creates that
feeling?
I want players to
feel intrigued, then excited, then to feel mounting stress… though not to the
point of discomfort. Then I want to punctuate that time of tension with spurts
of fear and disappointment or elation. Then to feel determination, then
suspense then relief and satisfaction with the outcome. (Hey, you asked)
The esthetics and mechanics of the game are intended to create
those feelings… or I have watched those feelings emerge from the esthetics and
dynamics and iteratively adjusted things to produce them as clearly and
reliably as I can.
What do the
players feel at this moment? Is there an opportunity for them to create a
situation where they will feel that?
I think that the
wants of players are les specific than the intended emotional payload of my
game! I think that they want to be excited to find out about the game.
Challenged by the moment to moment gameplay. I think they want to experience
feelings of competence and mastery over the game. Possibly to feel superior to
the other players. In the end players want to feel that they understand what
happened. If they win they want to feel like they understand why, and that is
even more true if they lose.
What is the
player's goal at this moment? What feedback will help them toward that goal?
On some level it is to have a good time…
by meeting the needs and wants above. The above affordances may provide that,
if they don’t then the game is probably the thing that needs to change, not the
needs and wants.