- Joined
- Jun 18, 2002
- Messages
- 28,357
<p>For those who haven't heard of <a href="http://www.ted.com/">TED</a>, it's a science-type conference thing where people talk about interesting stuff from a science-y type point of view. Here's a talk from TED that's interesting from a game design point of view. <a href="http://www.youtube.com/user/TEDtalksDirector#p/u/4/KyamsZXXF2w">Tom Chatfield: 7 ways video games engage the brain</a>. He gets into it at around 8:40 but the basic points are:</p>
<ol>
<li>Experience bars measuring progress.</li>
<li>Multiple long and short-tem aims.</li>
<li>Rewards for effort ("You don't punish failure").</li>
<li>Rapid, frequent, clear feedback (You need to link consequences to actions).</li>
<li>An element of uncertainty ("This is a nueorological gold mine").</li>
<li>Windows of enhanced attention (have better "memory and confidence").</li>
<li>Other people! ("Doing stuff with other people is more exciting than cash" and he gives examples of player created systems to handle giving out rewards, such as "Dragon Kill Points" from Everquest).</li>
</ol>
<p>The future is MMO's.</p>
<p> </p>
<p>We're all screwed.</p>
<p> </p>
<p>Thanks <strong>Grunker</strong>!</p>
<ol>
<li>Experience bars measuring progress.</li>
<li>Multiple long and short-tem aims.</li>
<li>Rewards for effort ("You don't punish failure").</li>
<li>Rapid, frequent, clear feedback (You need to link consequences to actions).</li>
<li>An element of uncertainty ("This is a nueorological gold mine").</li>
<li>Windows of enhanced attention (have better "memory and confidence").</li>
<li>Other people! ("Doing stuff with other people is more exciting than cash" and he gives examples of player created systems to handle giving out rewards, such as "Dragon Kill Points" from Everquest).</li>
</ol>
<p>The future is MMO's.</p>
<p> </p>
<p>We're all screwed.</p>
<p> </p>
<p>Thanks <strong>Grunker</strong>!</p>