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New Book Reveals Player Psychology Paramount To Designing Better Game Characters
Troy, N.Y. — Looking beyond gorgeous graphics and
sophisticated storylines, experts in the game industry are
placing greater emphasis on developing games that involve
players at the emotional level. A new book written by Katherine
Isbister, associate professor of language, literature, and
communication at Rensselaer Polytechnic Institute, explains how
concepts from psychology and social science can be applied to
character design to create powerful social and emotional
connections with players.
Better Game Characters by Design (Morgan Kauffman,
June 2006) reveals that the key to good character design is
leveraging player psychology. Designers who understand what’s
memorable, exciting, and useful to a person about real-life
social interactions, and can then integrate that knowledge into
their designs, can create more realistic characters that
players can identify with on an emotional level, according to
Isbister.
“It’s not uncommon for moviegoers to cry or cheer in
response to the experiences of an individual they’re watching
on screen. Why shouldn’t we develop game characters that are so
life-like they can elicit these emotions from players?” says
Isbister. “As we move from plot-driven action to more
character-based stories, the ability to connect with players
throughout the game-play – not just in cut scenes – will become
essential.”
In the research-based book, Isbister explains how to
carefully consider and appropriately assign a character’s
traits – its voice, face, body, interactions with players and
non-characters – to achieve the most realistic results. She
also discusses how player factors such as gender and culture
can influence character perception.
According to Isbister, game designers who create great
characters often unknowingly make use of these principles but
have trouble verbalizing the reasoning behind their design
choices to colleagues. Her book provides game design
professionals and other interactive media designers with a
framework for understanding how social roles and perceptions
function in a variety of contexts, and for discussing the
principles of sophisticated character design and
interaction.
Better Game Characters by Design, which is
accompanied by a DVD featuring clips from popular games as
examples of concepts and best practices, includes extensive
illustrations, game references, and interviews with game
designers.
The book is appearing on store shelves at a time when
industry experts are increasingly engaging in discussions about
the potential for games to move players emotionally, and the
need to explore the limits of game design.
“With the greater realism and processing power of the
next-generation game platforms comes an opportunity for game
designers to take characters to the next level in terms of
realness,” says Isbister. “Accounting for player psychology
during the creation process can help designers avoid the
potential pitfall of creating eerie characters that look
extremely beautiful and life-like, but move and interact like
zombies.”
Isbister has spent 10 years examining what makes
interactions with computer characters useful and engaging to
different audiences. Her research focus is social,
psychological, and affective approaches to human computer
interface (HCI), with special attention to games, mobile
devices, and other leisure and social technologies. She has
presented games-related work in both industry and academic
venues, including the annual Game Developers Conference and the
International Computer-Human Interface Conference.
In 1999, she was selected as one of MIT Technology
Review’s “100 Young Innovators” most likely to shape the
future of technology.
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Published
June 16,
2006 |
Contact: Amber Cleveland
Phone: (518) 276-2146
E-mail: clevea@rpi.edu |
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