top of page

JUST LIKE MASLOW’S: NEEDED COMPONENTS OF GAMES

Yazarın fotoğrafı: AyçaAyça

Here, we will examine not the game-related needs of the players, but the more abstract and hard-to-explain needs of the games regarding the players, apart from the technical classic titles (world, story, gameplay etc.).


Achievement


Players want to progress and succeed. A chart that will be given to players in the game triggers the motivation to create check marks in the minds of the players for each achievement and often works to keep the player in the game.


Autonomy


Especially the desire to master the games that require skill keeps the player in the game longer. Being able to make players feel like they have strong controls in the game helps them internalize the game and can make them feel more intense about the fun factor in the game.


Competence


The games challenge the player in their mental flow. In games that are mastered as you play, they should be able to offer positive reinforcement to new players both simply for coming in and to previous players for what they've done. Also, challenges shouldn't be tedious where they're hard, and they shouldn't become boring where they're easy.


Measurable progress


Everyone loves progress. Unlike the real world, progress in games is measurable, and if there is feedback from making enough progress in the game then that's when progress feels great and we can count that the game offers classy ways to make progress.


Immersion


Games always offer the opportunity to experience something new. When players want to get away from real life, or even if they don't already want it; we can consider that this need has been met successfully if the divergence from real life while playing the game is realized while the game offers new experiences within itself.




Ayça Çanlı - 10.2022


Son Yazılar

Hepsini Gör

Comments


Commenting has been turned off.
bottom of page