Chapter 649 Lectures
"So, I really want to share with you some of my experiences in this."
After Jester said this, the audience burst into extremely enthusiastic cheers. Obviously, they were still very interested in what Jester was going to say.
After Jester stayed until his voice became quiet.
He smiled and said, "Before coming, to be precise, I considered it after receiving the call from Sid Meyer. What exactly should I talk about? This is a big question. First of all, I need to know what the topic of the lecture I prepared, and the name must be determined, right?"
With Jester starting his lecture.
The expressions of the audience gradually calmed down.
"Actually, I decided from the beginning that I would like to talk about the game "Civilization". This game is the masterpiece of your current professor, Sid Meer. I have also participated in it. Moreover, when I made this game with Mr. Sid Meer, I also gave me great inspiration. These will be mentioned in what I am going to talk about later."
"Back to the point, let's talk about it first. Whether it's this lecture or speech, its name - game design psychology - everything you know is wrong. This is the name I have set now. It must not be so important at the beginning, so direct. In fact, the previous few alternative names were like this, such as 'the game is not tuned', 'the players are not reliable', 'everything you know is unreliable', etc. But it's still 'Everything you know is more wrong, so I chose this."
With Jester's slightly humorous opening, the audience also showed a hint of smile.
"What will I say in this speech?"
As Jester asked this question, the students and listeners on the scene were all focused.
Jester paused for a moment, as if he was giving people a time to think, and then he continued to speak.
"Playing games is a psychological process. Many of the games I designed with Mr. Sid Meyer are based on historical themes, such as "Civilization", "Railway" and "Pirates". I was inspired by this and produced "Age of Empires."
While speaking, Jester looked at Sid Meer sitting on the first row under the podium, and then clapped. All the listeners also gave Sid Meer warm applause to Sid Meer. He paid tribute to some of the excellent games he had made before, and Sid Meer also stood up and bowed slightly, expressing his modesty.
Moreover, this seems to be the first time that Jester said that his inspiration for "Age of Empires" actually came from Sid Meyer's game.
Then, Jester smiled and continued.
"When we design this type of game, we usually strive to be realistic, hoping to reflect the sense of history as much as possible; the more railway and pirate texture, the better the game will be. After taking this route, I found that many things I thought I knew were wrong because I didn't consider what was happening in the player's mind. When I realized this, many problems were solved. After admitting that playing games is a psychological process, we can reduce the difficulty of part of the game process, increase the difficulty of another part of the game process, and get a better game."
"Why do I say that?"
"When we study this concept, we will encounter several psychological concepts, such as egocentrism. If you like to play "Civilization", then your egocentrism must be very serious. Because the packaging box of "Civilization" clearly states: 'Build a civilization that has been tempered for thousands of years.', and then you think to yourself: This is a piece of cake!"
When Jester said this, a soft voice of kindness broke out in the audience.
Many of them have such ideas and experiences. They are interested in this kind of historical games. After seeing the words on the game packaging box, they feel that this is simply said to them, and they also think that they are sure to be competent for this game.
However, Jester's voice did not interrupt with the low laughter.
He continued.
"...We also need to study paranoia, hallucination and self-destructive behaviors - the last item refers to players intentionally reducing the fun of the game, or turning their attention to factors other than fun. As game designers, we can minimize the factors that may lead to these psychological phenomena, or take preventive measures to prevent these phenomena from happening."
"This is something a designer must notice when designing. The game is a game producer. He must have this ability to understand the player's psychology... Many of you are sitting in the game design department, so I would like to ask, what do you think is the theory that has the most influence on our game design in psychology?"
Jester asked this question as he spoke.
He stopped talking and looked around the venue to see if anyone could answer his question.
However, he didn't leave much time for these people. He was silent for only a dozen seconds, and those who were sitting were thinking hard. Unfortunately, no one could raise his hand to answer this question.
But Jester didn't feel regretful either.
After all, the current game development theory is still relatively rough and it is not systematic at all. It is much worse than in later generations. If he asked a more senior player like this in later generations, that player might be able to answer you quickly, let alone those game designers.
Seeing that no one answered, Jester just smiled and continued.
"Don't think about it too hard. It's not a theory that is too profound, it's a very basic thing... The first major impact of psychology on game design is the so-called 'winner's paradox'."
As Jester finished speaking, many people present had a sudden look on their faces. Many people had heard of this basic theory of psychology, but this was the first time they had heard of the development game and this theory. When Jester said this, the expression on his face became much more excited.
"...Why do I say that? It's very simple, because we rarely win in reality, not only us, but only everyone... For example, the National Football League has 18 teams, only one can win the Super Bowl. The NBA has more than 20 teams, only one can win the championship. But in the game we always win, and players never complain and never think this is a problem." (To be continued, please search for Astronomy, novels are better, updated and faster!
Chapter completed!