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> <channel><title>Comments on: GDC2008: Game Studies Download 3.0</title> <atom:link href="http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Mentioned at the GDC &#124; call for papers</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-162770</link> <dc:creator>Mentioned at the GDC &#124; call for papers</dc:creator> <pubDate>Thu, 20 May 2010 13:32:10 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-162770</guid> <description>[...] A sho&amp;#114t &amp;#100esc&amp;#114&amp;#105pt&amp;#105on an&amp;#100 some &amp;#100&amp;#105scuss&amp;#105on on Raph Koste&amp;#114&#8217;s s&amp;#105te:http://www.r&amp;#97phk&amp;#111&amp;#115ter.c&amp;#111m/2008/02/20/&amp;#103dc2008-&amp;#103&amp;#97me-&amp;#115tudie&amp;#115-d&amp;#111wn... [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] A sho&amp;#114t &amp;#100esc&amp;#114&amp;#105pt&amp;#105on an&amp;#100 some &amp;#100&amp;#105scuss&amp;#105on on Raph Koste&amp;#114&#8217;s s&amp;#105te:<a
href="http://www.r&#038;#97phk&#038;#111&#038;#115ter.c&#038;#111m/2008/02/20/&#038;#103dc2008-&#038;#103&#038;#97me-&#038;#115tudie&#038;#115-d&#038;#111wn.." rel="nofollow">http://www.r&#038;#97phk&#038;#111&#038;#115ter.c&#038;#111m/2008/02/20/&#038;#103dc2008-&#038;#103&#038;#97me-&#038;#115tudie&#038;#115-d&#038;#111wn..</a>. [...]</p></div> ]]></content:encoded> </item> <item><title>By: girl_gamers: Great Gaming OH #$&#38;%&#38;* Moments...</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-135078</link> <dc:creator>girl_gamers: Great Gaming OH #$&#38;%&#38;* Moments...</dc:creator> <pubDate>Wed, 12 Mar 2008 19:18:56 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-135078</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...]  [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...]  [...]</p></div> ]]></content:encoded> </item> <item><title>By: External News : GDC2008: Game Studies Download 3.0</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134808</link> <dc:creator>External News : GDC2008: Game Studies Download 3.0</dc:creator> <pubDate>Mon, 03 Mar 2008 17:26:51 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134808</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] of the year. The main question is what do we know about games and game players in 2008 that [...] Read More...   Published Wednesday, February 20, 2008 5:44 PM by Raph&#039;s Website Filed under: Game [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] of the year. The main question is what do we know about games and game players in 2008 that [...] Read More&#8230;   Published Wednesday, February 20, 2008 5:44 PM by Raph&#8217;s Website Filed under: Game [...]</p></div> ]]></content:encoded> </item> <item><title>By: Prokofy Neva</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134700</link> <dc:creator>Prokofy Neva</dc:creator> <pubDate>Fri, 29 Feb 2008 16:13:49 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134700</guid> <description>How can you get new gamers to invest 10 hours in your game while they improve?
Answer: not have them be killed or griefed in the first frame. That&#039;s what makes people, especially women, give up.
Watching how people use space in virtual worlds, I&#039;ve noticed that the men and the TVs always march in and go all around the space, the periphery, flying or walking rapidly, territorializing it, seeing what it is. That&#039;s how I can tell the TVs are real-life men as they do all that rapid walking to and fro.
Women tend to come in and sit. Do they like the camera angles? Are the ceilings too low? Is there a kitchen? (Yes, people want them, even if they can&#039;t cook real stuff in them; they just &quot;like&quot; them because they have fun decorating and standing in them). So they don&#039;t familiarize themselves with the whole space rapidly such as to have a kind of mind map; they have more a content inventory and an emotional report.
That&#039;s how I explain these findings about the ability to win these FPS games quickly or not.
I think these behaviors are somehow hard-wired, as politically incorrect as some may find it. Perhaps you can compensate against them by training as this study suggests.
I think to understand better the next step, you&#039;d have to study why women give up in those first frames, because they are being killed, ganked, griefed, not understanding the controls fast enough, not seeing what shoots where, etc. etc.</description> <content:encoded><![CDATA[<p>How can you get new gamers to invest 10 hours in your game while they improve?</p><p>Answer: not have them be killed or griefed in the first frame. That&#8217;s what makes people, especially women, give up.</p><p>Watching how people use space in virtual worlds, I&#8217;ve noticed that the men and the TVs always march in and go all around the space, the periphery, flying or walking rapidly, territorializing it, seeing what it is. That&#8217;s how I can tell the TVs are real-life men as they do all that rapid walking to and fro.</p><p>Women tend to come in and sit. Do they like the camera angles? Are the ceilings too low? Is there a kitchen? (Yes, people want them, even if they can&#8217;t cook real stuff in them; they just &#8220;like&#8221; them because they have fun decorating and standing in them). So they don&#8217;t familiarize themselves with the whole space rapidly such as to have a kind of mind map; they have more a content inventory and an emotional report.</p><p>That&#8217;s how I explain these findings about the ability to win these FPS games quickly or not.</p><p>I think these behaviors are somehow hard-wired, as politically incorrect as some may find it. Perhaps you can compensate against them by training as this study suggests.</p><p>I think to understand better the next step, you&#8217;d have to study why women give up in those first frames, because they are being killed, ganked, griefed, not understanding the controls fast enough, not seeing what shoots where, etc. etc.</p> ]]></content:encoded> </item> <item><title>By: Togelius: Mentioned at the GDC</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134638</link> <dc:creator>Togelius: Mentioned at the GDC</dc:creator> <pubDate>Wed, 27 Feb 2008 15:41:18 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134638</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] short description and some discussion on Raph Koster&#039;s site:http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/And the paper:http://julian.togelius.com/Togelius2007TowardsQuite surprising to see that I&#039;m doing [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] short description and some discussion on Raph Koster&#8217;s site:<a
href="http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/And" rel="nofollow">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/And</a> the paper:<a
href="http://julian.togelius.com/Togelius2007TowardsQuite" rel="nofollow">http://julian.togelius.com/Togelius2007TowardsQuite</a> surprising to see that I&#8217;m doing [...]</p></div> ]]></content:encoded> </item> <item><title>By: Game Tycoon&#187;Blog Archive &#187; Articles of Interest</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134625</link> <dc:creator>Game Tycoon&#187;Blog Archive &#187; Articles of Interest</dc:creator> <pubDate>Tue, 26 Feb 2008 20:44:09 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134625</guid> <description>[...] session I wish I hadn&#8217;t missed: Game Studies Download 3.0, liveblogged by Raph Koster and revealing &#8220;the ten most interesting research findings of the [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] session I wish I hadn&#8217;t missed: Game Studies Download 3.0, liveblogged by Raph Koster and revealing &#8220;the ten most interesting research findings of the [...]</p></div> ]]></content:encoded> </item> <item><title>By: Patrick</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134575</link> <dc:creator>Patrick</dc:creator> <pubDate>Sun, 24 Feb 2008 20:45:10 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134575</guid> <description>&quot;how to better design the exit in a game space using the theory of architecture.&quot;
Man, I&#039;d love to do a game about J.P. Sarte&#039;s No Exit, be pretty fit for this concept.</description> <content:encoded><![CDATA[<p>&#8220;how to better design the exit in a game space using the theory of architecture.&#8221;</p><p>Man, I&#8217;d love to do a game about J.P. Sarte&#8217;s No Exit, be pretty fit for this concept.</p> ]]></content:encoded> </item> <item><title>By: Slyfeind</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134550</link> <dc:creator>Slyfeind</dc:creator> <pubDate>Sat, 23 Feb 2008 19:03:03 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134550</guid> <description>&lt;blockquote&gt;I’m too much of a contrarian to play Slyfiend’s game. I’d make it a point to keep my Social Points at 0. ;) &lt;/blockquote&gt;
That could be part of the game too. Keep your social at 0 for long enough, and you get a long black coat and emo haircut!</description> <content:encoded><![CDATA[<blockquote><p>I’m too much of a contrarian to play Slyfiend’s game. I’d make it a point to keep my Social Points at 0. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p></blockquote><p>That could be part of the game too. Keep your social at 0 for long enough, and you get a long black coat and emo haircut!</p> ]]></content:encoded> </item> <item><title>By: Richard Bartle</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134540</link> <dc:creator>Richard Bartle</dc:creator> <pubDate>Sat, 23 Feb 2008 12:27:31 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134540</guid> <description>david mcdonough&gt;If the players succeed in fooling the game, then the game iterates and makes new content that accommodates and builds on that modified play style.
Then the player will game that iteration process, too, and so on indefinitely.
If players realise that content is being produced for them, then they have to think: OK, so the challenge of this game has been removed, so is there anything else that&#039;s keeping me playing? Now with a car game, the thrill of the ride could well be enough - after all, rollercoasters are fun and there&#039;s no gameplay involved in those at all. A rollercoaster that modified itself to optimise the rider&#039;s experience would be great! Likewise, a car race with an exciting ride could be just what you want. Faced with a choice of putting your foot down and going off like a rocket up a straight or steering yourself through a corner, which do you do?
Some people like Oblivion&#039;s level-adjustment system, so when you come across bandits to start with they&#039;re armed with weapons made of wool and then 20 levels later they&#039;re armed with plasma beams (well, Oblivion&#039;s equivalent). This makes levelling up fairly pointless, but if there are other reasons to play (eg. you like the game world) then that can be enough - and indeed it is for many people. As a &lt;em&gt;game&lt;/em&gt;, though, it sucks.
Richard</description> <content:encoded><![CDATA[<p>david mcdonough&gt;If the players succeed in fooling the game, then the game iterates and makes new content that accommodates and builds on that modified play style.</p><p>Then the player will game that iteration process, too, and so on indefinitely.</p><p>If players realise that content is being produced for them, then they have to think: OK, so the challenge of this game has been removed, so is there anything else that&#8217;s keeping me playing? Now with a car game, the thrill of the ride could well be enough &#8211; after all, rollercoasters are fun and there&#8217;s no gameplay involved in those at all. A rollercoaster that modified itself to optimise the rider&#8217;s experience would be great! Likewise, a car race with an exciting ride could be just what you want. Faced with a choice of putting your foot down and going off like a rocket up a straight or steering yourself through a corner, which do you do?</p><p>Some people like Oblivion&#8217;s level-adjustment system, so when you come across bandits to start with they&#8217;re armed with weapons made of wool and then 20 levels later they&#8217;re armed with plasma beams (well, Oblivion&#8217;s equivalent). This makes levelling up fairly pointless, but if there are other reasons to play (eg. you like the game world) then that can be enough &#8211; and indeed it is for many people. As a <em>game</em>, though, it sucks.</p><p>Richard</p> ]]></content:encoded> </item> <item><title>By: JuJutsu</title><link>http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/comment-page-1/#comment-134523</link> <dc:creator>JuJutsu</dc:creator> <pubDate>Sat, 23 Feb 2008 01:35:39 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2008/02/20/gdc2008-game-studies-download-30/#comment-134523</guid> <description>I&#039;m too much of a contrarian to play Slyfiend&#039;s game. I&#039;d make it a point to keep my Social Points at 0. ;)</description> <content:encoded><![CDATA[<p>I&#8217;m too much of a contrarian to play Slyfiend&#8217;s game. I&#8217;d make it a point to keep my Social Points at 0. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p> ]]></content:encoded> </item> </channel> </rss>
