| | Player-centered designDecember 7th, 2005 |
Terra Nova has what apparently is T. L.’s last post, and it’s about player-centered design.
Is anyone (any company? any commercial enterprise?) integrating something roughly called “player-centered design” into their MMOG dev processes or is that wording the kind that makes the practicing designer cringe as it seems to undermine the artistic/auteur aspect of producing a game?
The first temptation is to answer “anyone who isn’t player-centered in their design is an idiot.”
After all, the entire discipline of design — and I don’t mean game design, I mean all of design — is about user responses. It’s about holding a conversation with the intended user of an artifact (I was going to type “product” there and then changed my mind), via the artifact itself.
And yet, I know that a lot of folks (such as the ones who typically bash me on, say, game or guild forums, will say that I’m far from being player-centered in my own designs. I’m a poster child for ignoring what players want, right?
The question, to my mind, is “where is the player, really?” and that’s not an easy question to answer.
Games, particularly boardgames, have a very long tradition of one form of player-centered design. That is to say,
- someone designs a core game
- they make a prototype
- they get their friends to play it over and over and over and over and over
- they “tune” the game until it’s as fun as they think it can be
This is a process that I go through a lot when I do a boardgame, or my weekend puzzle games (I often make a puzzle or retro arcade game over a weekend, just for fun). The step of playing over and over again is mindboggling: so much rears its head in terms of presentation, balance, degenerate strategies, and so on, that it’s simply inconceivable not to go through this step.
MMOs, of course, have the beta process. Having been through that a few times, I can tell you it does not compare in the slightest to the tuning process possible on a smaller game. The only time I can think of when I have gotten to experience similar levels of tuning feedback were very very early on in the SWG public testing, when we had only 100 people in, and we broke them into groups of 20 or so, and we tackled one system in isolate from all the others. We didn’t get to do this for too many systems, but I think that it ended up being very apparent which ones they were.
Another thing that we did on SWG, which was driven in part by my feeling that on UO we got into too much of an “ivory tower” a lot, was expose the design process much more. Essentially, this was sanity-checking the design ideas in advance: posting design documents, getting player feedback, explaining why we were thinking of doing something a particular way.
These days, there’s an undercurrent of folks out there who say that if anything, we listened too much, that vocal lobbyists in the future playerbase drifted us off course from the One True Star Wars game. I tend to think that this isn’t an accurate picture; for one, that message board process was immensely valuable to me, and for another, I think we tended to be fairly stubborn about what we wanted to do. Most changes that originated with the playerbase were minor. Big changes in direction originated from within.
But this sort of participatory design as Kurt Squire called it (link unfortunately broken at the moment), does have those issues raised by T. L., the question of surrendering of authorship. As Kurt put it,
Ultimately, the privileged status of “game designer” becomes questionable, and the line between designer and user becomes blurred. Who is the designer of a community like SWG? The design team who writes the code, or the people who populate the world and give it life? Research from the sociology of technology suggests that it is not the code or hardware that defines a computer-mediated organization, but also the social networks.
…to which my answer is that while the precise community that emerged during those early days on the SWG forums was not specified in detail, it was most certainly designed to take a particular form. Social architecture is the process of designing the environment to create particular sorts of social groupings, which you then count on surprising you.
In muds, of course, there’s a long tradition of rolling feedback cycles, because the communities were small enough and tight enough to permit it. As with so many things, it’s scale that interferes. The gap between LegendMUD’s town hall meetings and a typical Stratics House of Commons can be fairly large.
If we wanted to get highly blue-sky about it, we ought to pursue the House of Commons metaphor, and introduce a means for players to select their representatives to things like Team Leads or Correspondent Programs, rather than the devs choosing them… then we’d really have participatory design!
But these days, the buzzwordy term “player-centered design” means focus groups, heatmaps of eye movement across an interface, and so on. Microsoft has done great things with these, and of course there’s a wealth of knowledge to pull from in this area, as it has been in use for decades in different fields.
There’s plenty to debate regarding the value of focus groups, but the point I want to make here is that properly done, user-centered design is about refinement, not conceptualization. It’s about exposing affordances in clear coherent ways. Like much of design, it’s about interfaces — not the “heads-up display” sense, but in the sense of interfacing with something.
Most of the fumbling around with focus groups that I see isn’t just about interfacing; it’s about the core model underlying things. If you go to use UCD on a copier machine, the process is not intended to tell you that you should add a paper shredder to the machine. It may tell you that as part of the process, but it’s a by-product. For example, a common use of printers these days is as a source of scratch paper. We go to the printer’s paper tray, open it, and pull out a blank sheet, because it’s the fastest way to get something to write on. Will UCD tell you that therefore it should be easier to get to scratch paper? Perhaps all printers should have a “dispense paper” button?
Similarly, when we focus group a game concept, we’re often asking “what alternate uses would you put this model to?” which is not at all the same question as “how do we improve your interaction with this model?” And that’s why there may well be a designer/auteur/artiste kneejerk negative reaction. A given model is generally intended to accomplish a particular thing (and if it isn’t, then it’s a bad design virtually by definition).
This brings me back to “where is the player, really?” Because all of these methods are really trying to ask that question in different ways.
- Sometimes we want to know what the user wants, and we ask in order to give them something that they don’t have but that probably everyone can see ought to be there
- Sometimes we want to know what annoys them, and we ask in order to streamline an existing model
- Sometimes we want to know what they don’t know they want, out of which new markets and new audiences are born
All of a sudden, that boardgame design process changes to look like this:
- ask the users what sort of game they want
- someone designs a core game
- ask the users whether it’s the right idea
- make a prototype
- ask the users whether the prototype looks right
- play it over and over and over and over and over
- ask the users what they would change
- they “tune” the game until it’s as fun as they think it can be
- ask the users whether it’s actually done
We just about never see all those steps being taken together. And some of them are inherently counterproductive in terms of creating something fresh and original (out of the box ideas frequently get a negative reception when polled for, for example).
So my question for T.L., to turn it around, would be which of those questions is what you consider player-centered design? The naive player view is often “give us what we want,” and a perhaps more sophisticated view often heard is “at the least, don’t piss us off with stupid methods of interacting with the model.” At the extreme is the Squire view of a sort of participatory society of design.
And, just to go all meta, what is it that players want out of allegedly player-centered design?
I’ll tell you that to me, player-centered design means not only sanding the rough edges off of your interaction with the game, and not only seeing the game from the perspective of the player, but also always thinking about what the ultimate experience of the player will be, when the interaction is completed. And sometimes, the ultimate experience might mean that there’s rough edges left in on purpose. It might mean breaking the player out from seeing things only from the player’s point of view. It might mean answering Kurt’s question about privileged status by saying that really, we (all of us, players included) have to engage in the process of designing the game, and the game culture, and the interaction surrouding the game culture, and the process of discussing the game, and yes, even redesigning the designer as you go. It’s an ecology.
And that leads me to conclude that perhaps saying “player-centered game design” is analogous to saying “fish-centered ocean design.” A valid way — and incredibly important way! — of looking at oceans, but there’s some hidden depths that it probably ignores.

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[...] (7 comments | Leave a comment) 06:46 pmraphkoster[Link] Player-centered designhttp://www.raphkoster.com/?p=191Terra Nova has what apparently is T. L.’s last post, and it’s about player-centered design. Is anyone (any company? any commercial enterprise?) integrating something roughly called “player-centered design” into their MMOG dev processes or is that wording the kind that makes the practicing designer cringe as it seems to undermine the artistic/auteur aspect of producing a game? [...]
[...] Raph on Player-centered design [...]
[...] MMOs, of course, have the beta process. Having been through that a few times, I can tell you it does not compare in the slightest to the tuning process possible on a smaller game. The only time I can think of when I have gotten to experience similar levels of tuning feedback were very very early on in the SWGStar Wars Galaxies von Sony Online Entertainment. public testing, when we had only 100 people in, and we broke them into groups of 20 or so, and we tackled one system in isolate from all the others. We didn’t get to do this for too many systems, but I think that it ended up being very apparent which ones they were. Another thing that we did on SWG, which was driven in part by my feeling that on UOUltima Online von Electronic Arts. we got into too much of an “ivory tower” a lot, was expose the design process much more. Essentially, this was sanity-checking the design ideas in advance: posting design documents, getting player feedback, explaining why we were thinking of doing something a particular way. These days, there’s an undercurrent of folks out there whoWarhammer Online von Mythic Entertainment. say that if anything, we listened too much, that vocal lobbyists in the future playerbase drifted us off course from the One True Star Wars game. I tend to think that this isn’t an accurate picture; for one, that message board process was immensely valuable to me, and for another, I think we tended to be fairly stubborn about what we wanted to do. Most changes that originated with the playerbase were minor. Big changes in direction originated from within. Link: Raph Koster über Player-Centered Design 150)?150:this.scrollHeight)”> __________________ The tools suck! — Raph Koster [...]
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