Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Monday, April 16, 2018

Psychology of Social Casino Players



I've been meaning to write out psychology of gamers for a while. It so happened, I had to write a part of it for Social Casino players recently. Since I had penned that down, thought of posting it here as well.
Addiction, Amusement, Antique, Bar, Cash, Casino
Image Source: https://goo.gl/KCHxKn


The ADE

In my opinion, any medium that can become an addiction (or a form of it) can be reduced to two major factors: the excitement and the release. I relate this with (what I like to call) the Adrenaline and Dopamine effect (ADE) (not to be taken literally as I’m comparing the feeling here more than the actual electrochemical being released by the brain).

The Adrenaline allows you to rush, give you the illusion of strength to continue for the goal of the Dopamine release. And once you get the Dopamine, the mood changes to relief, happiness and willingness to do it again. Thus it becomes a loop.

The first release is crucial and ideally should be given to the player at the earliest possible time. This is a (rigged) game design mechanic that makes the player believe that they can achieve the goal and that they are good. (Exceptions are always there. For e.g.: Games with punishing mechanic. But that’s a whole other discussion.) Once the player gets their first Dopamine hit, they are more willing to push to the next stage of the game. They are now made to believe that they could be good at it.  The idea is to put the player in a good mood. This leads to them investing more in the game.  

For newly invested players, there is also that one win after a series of failures that makes the release much more rewarding that regular wins. Game design can be rigged to do that. Keeping track of a player’s wins and losses and helping them our after a series of losses, also adds to the trust factor the player forms with the games. This also plays in with the gambler’s fallacy.

As we move on to largely invested players, the excitement factor takes over the release. The ‘waiting for the win’ becomes the most sought after than the actual winning. These players are addicted for the excitement than the release. This is the phase where you see many players who may complain that the game is rigged (to an extent they are right, but mostly it is RNG/PRNG). Irrespective of their complains, most of them continue to play the game.

The game designer’s job is to understand what is it that the player looks for depending on where they are in the game and come up with a generic system to provide it for the majority of players. This in turn aids in coin spend which is revenue generation for the game / casino.



Risk taking
Gamblers in general are risk takers compared to regular people. Whether they are playing online casino or land-based, this is one of the major factor that stays common. The game design should enable players to satisfy their risk-taking instincts. This in turn leads to revenue for the game / casino.

High roller machines or high bet rooms cater to these people. We can also experiment with smaller chunks of coins but with a chance of only 50% to win. Bet X amount on a coin toss. Win 4X or lose them all. This is alluring to many players and also sets them towards the risk taking path.  Over time, this becomes  the high risk, low yield model, which is essentially what gambling works on but creates an illusion of it being the reverse.



The ‘almost’ winning
When the player is made to believe that they almost made it, the ‘so close’ feeling makes them reinvest in the game and give themselves another chance to make the win. As a designer, frequency of cards / numbers / reels etc can be manipulated in a way where it appears to the player that they almost won the round. At times, mathematicians are hired to get this done right for gambling games.

It is no different from regular games except for the math involved.

A non-gambling example.: In one of the games I had worked on, was a reskin of a Match3 game. I decided to update the game balancing and level design of it.

The initials levels were made intentionally easy to get three stars for majority of the players. As the player gets invested, the levels are made harder with a few breathers in between.  (This can be backtracked to the ADE).  There was a gradual decrease in the player’s ability to get the perfect score. And the stars were needed to unlock a new world.  The game had its IAPs. Two of them were:
  • Buy extra moves @0.99$
  • Unlock the world (in case one doesn’t have enough stars) @4.99$

In a scenario where the player is short of 5 stars, it would make a lot more sense to just unlock the world for the cost than buy extra moves to gain the 5 stars. This led many to believe that the unlock will be the driving component of the IAP.

Given the target audience, I was willing to bet otherwise. The sense of achievement of having done a task and being rewarded for it is much higher than what seems like taking the easy route out. (Again, exceptions are there, but this was keeping the majority in mind).  When we got the data after a couple of months of the game release, my prediction was true. Players ended up spending way more money on extra moves instead of opting for the world unlock directly for what would have been a cheaper alternative.

Side note 1: This sense of achievement only dips down as the game continues to run for a long course. Case in point: Social games
.
Side note 2: The price point also plays a role here. Initially people are more willing to spend a dollar compared to 5. (ties back to initial risk taking)



The look and feel
While this is more on the art and sound department, the idea is to play around with what stimulates the brain. This also varies as per regions. What works for the UK market need not work for the US market.

The sound of the coins, the animation of lot of coins etc make a difference to the early players.

Disclaimer: It is not limited to just these factors listed above. I will probably write the continuation soon (or not soon) ðŸ˜‰


Monday, November 26, 2012

Gaining Control - Postnoon Hyd Article


Postnoon Hyderabad had contacted  for an article on women in gaming.
Click here for the article.

Posting the same here:


Looking at the big push toward mobile gaming and casual gaming and what’s happening with the Nintendo Wii, women are slowly entering the gaming industry. Their numbers are few but there is hope for change.

Female representation in the creative industries has always been a topic for debate. Take the gaming industry in India for example. It has predominantly been a male-dominated one. So much so that hearing of a women gamer or developer in India has been few and far in between. We spoke with two women from the industry to know of where women stand in this field.
Purnima Iyer, game designer at Knowledge Adventure India (Bangalore) and Co-founder at Pinaka Interactive (Navi Mumbai) gives us an insight. On the industry she says it is a fledgling one. “It is great, still growing and has a long way to go. Innovation and quality is what we need to focus on. We should help each other out, share knowledge, promote and grow together,” she says. Numerous questions come to mind talking about women in the gaming industry, ‘Is the profession suitable for women? What are the timings? What about male co-workers, family etc…?’
Answering all these questions, Moumita Paul, a game designer at Lakshya, Pune says, “This profession has a lot of potential for women. There is a whole lot of different things to be done and not just gaming. There is testing, designing, production and developing and women can be a part of all this. Women have a flair for the creative, however, production has its limitations in terms of family because of the long hours.” Purnima adds that most companies do have flexible hours and work-from-home options.
For Moumita, getting into the industry was met with opposition from her mum who was concerned for her. Her mother stopped speaking with her, but Moumita persisted and finally won her over.
On the behaviour of men in this industry, Purnima says, “It can be quite subjective, some do some don’t.” But Moumita feels otherwise, “At least at work, men are very welcoming and supportive as there are very few enterprising women. In fact, most of them are surprised that a woman could be part of the programming or developing.”
But the bone of the contention still remains the portrayal of women. Moumita who is also an avid gamer, agrees that mostly women are given sexy avatars in games.
“Women are mainly designed to be hot and sexy as that’s how the men prefer them to be.” Purnima adds, “There are games which portray women as the damsel in distress who has to be rescued by the male protagonist; but then that is the case with most fairy tales too! There are games where the women are portrayed as equals. Whether they are the protagonist (Lara Croft, Bayonetta) or feature as a supporting protagonist (Half-Life 2). Many RPG (Role-playing Game) and RTS (Real-Time-Strategy) games give you the option of creating a woman character and building woman units respectively. Then of course is the question of objectifying and sexualising the women. To that, we have games like Portal where the playable character Chell, was not sexualised.”
But what both women seem to agree is on the lack of awareness and false concepts regarding a career in this field. At the NASSCOM Game Developer’s Conference this year in Pune the Women in games panel, announced the formation of a Women in Games Special Interest Group, which will help attract more women to the field. Moumita advises that all the women out there who are looking for a chance should do their research first and then enter this field. Half-baked notions can be dangerous.

Friday, October 19, 2012

Locked in the Digital World

Firstly I'm gonna start with the usual sentence: It's been a long time since I posted something here.Had too many reasons. Work,laziness, shifting bases et all.

Anyways, coming back to the topic in hand, I was just wondering how much technology has influenced our life.

Few basic examples:
  • My handwriting has become really bad as nowadays I use the PC to type anything down instead of a paper and pen.
  • It has become harder to spell while trying to recall something in mind. The spell check options in the PC has been taking care of it for quite some time now.
While the advantages have been that things get done faster. The search feature is a blessing!! But it's quite interesting because before the PC addiction came into my life, I was doing perfectly fine without them. And it's just now that I'm used to it, I find it harder without these features.

So then the question comes down to whether technology is bad? Definitely not. We are doing everything to make it easier for the future. And we are at a better place because of the technological advancements in so many areas of life. But somewhere down the line we miss the fun we had before it. I'm particularly focusing on game design.


I've never done a board game prototype or pen-paper prototype officially in my career. Right from the beginning of my career, I have been sucked into the digital world. As my career progressed, I got better with various tools. Someone prefers X someone prefers Y. Depending on who you work with you learn one of it or all. I had to take conscious efforts to improve myself within my field: Game Design!

Even today, I prefer a board game to a video game. The interaction with friends and family sitting around the table playing. One may say that it ain't a fair comparison. But for me, if I've time to spare and these are the choices I'm given, I would take the board game any day.

I remember doing some non-digital challenges with a few game design / game design enthusiast friends. Unfortunately for various reasons, we couldn't really continue with it. But whatever we did, it was fun! 

I feel the basics help me grow as a game designer. Understanding game-play, game balancing, interaction and much more. Nowadays even the simpler digital methods are not enough. You have to be continuously updated. While I have no qualms in doing that, I easily get drawn to simpler methods. Simpler methods are usually the hardest. The more tools you have access to, the more dependent you are on them. While it makes development easier, I would go on to say to keep the simpler methods going on the side.

And I highly recommend the book: Challenges for Game Designers (non-digital exercises for video game designers) - By Brenda Brathwaite and Ian Schreiber.

I hope one day we have a perfect merge of both worlds...



Monday, February 6, 2012

Gaming: Enter the male bastion - TOI Bangalore Article

TOI Bangalore had contacted me for an article on women in gaming. Considering the fact that it's always the Bangalore newspapers that contact me, I think I should shift base there! :P

Click here for the article.

Posting the article here. Colored my quotes.


Gaming blows these girls away 
Narayanan Krishnaswami TNN

Bangalore: Nehal Shah is a twentysomething independent design researcher.She is also a level 67 Tauren Druid in Blizzards Massively Multiplayer Online blockbuster,World of Warcraft,and a gamer for the last 12 years.
Shah says she spends two to three hours everyday gaming and spends at least a thousand rupees a month on her hobby.Shah is one of a very rare breed,the female Indian gamer.Worldwide,women make up 40% of the gaming public.In India,that number of those who identify themselves as gamers is almost non-existent.Mehr Singh is a film student in Pune.I just dont get why women dont game,I really dont think its because games are marketed more towards males.I grew up with gaming--we started off with those ancient consoles that used cartridges and I have always enjoyed it, she says.

Gaming: enter the male bastion
Bangalore: Mehr spent most of her second year of film studies two to six hours daily playing Defence of the Ancients in a nearby gaming parlour.I was introduced to DoTA by a bunch of my friends all guys,though,and I was blown away, she says.

Pradipta Sarkar,27,is an editor in a New Delhi publishing house.She doesnt have a console,but she says she loves playing games whenever she has access to one.I go to my friends places when I want to play and I play for hours at a time. Pradipta believes buying a game console is simply not on the radar of women consumers. I like to play,but I'm not willing to spend Rs 30,000 on a gaming console,"she says.

Purnima Iyer is the co-founder of Pinaka Interactive,a Mumbai-based game and app design company.She says there could be several reasons for the low numbers of women gamers in India.The expenditure may not be supported by the family,the friend circle may not be involved in gaming,and some have the notion that gaming is for men and women playing games are looked down upon or even called irresponsible.Plus,not many games are women friendly and tend to have strong stereotypes that are oriented towards men,like violence,gore and skimpily-clad women.

Purnima says there are things about gaming behaviour that she finds irritating which may put off other women gamers. In a MMOG (massively multiplayer online game) context,when you walk in as a female avatar,firstly they assume you are a cross-dresser.Once you make them realize thats not the case,they get all lovey-dovey.While this can be advantageous for some (many quest items can be easily retrieved),it gets really troublesome.They rarely call you for a raid etc,just because they assume you cant play as well as a guy! 

The gaming industry,which has always been a male bastion,believes that a game with a female as a main character will suffer in terms of sales unless she is skimpily clad and improbably endowed as in the early iterations of Lara Croft or the more recent Bayonetta.Stereotypes like these have perpetuated the association of videogames with male adolescents.

There have been attempts within the industry to change this.Lara Crofts latest avatar shows her realistically proportioned and giving up her very short shorts for a sensible pair of jeans.Mass Effects advertising now shows Commander Shepard as a woman in armor."Things are changing for good",agrees Purnima. "But sometimes,it's fun to play as a male character like in GTA".

Friday, December 23, 2011

My Interview @ Rare and Raring Blog

Giving in to my current motto of Eat.Eat.Eat, I've been concentrating more on eat outs and food reviews. On the gaming front, besides the professional part, I've hardly been able to concentrate on my blog. However,  Abhishek Deshpande, who blogs at http://rareandraring.blogspot.com; managed to interview me and I will soon be doing a guest article for him there. (which psst.. I managed to complete just a few minutes back)

My interview as part of the first member of the Rare and Raring Club can be found in the following link
http://rareandraring.blogspot.com/2011/12/interview-purnima-iyer-club-rare-and.html

Friday, April 1, 2011

Btw, the Interviewee is human!

Interviews are nice opportunities to know where you stand, how you stand in the industry. A revival process to test your abilities not just by the interviewer, but yourself. After an interview, you can easily understand your weak points and concentrate more on it. That has always been my analogy. My interview experiences have been mostly good, but there are some exceptions.

I'm going to talk here about my experience with a particular gaming company; sorry no names will be taken. After clearing my telephonic rounds which seemed never-ending, they called me to inform that I was to fly down (it wasn't in Mumbai) for my personal interview. Standard procedure. The HR informed me there will be one or two rounds with their producers. A date was set and they sent me a flight ticket.

The departure time was 6 AM... sigh... So I woke up at 2.45 AM, and left home by 3.45 AM. It took about an hour to get to the airport. Rest of the journey was nothing eventful. I was told to hire a cab from the airport to the destination, and without much problems, the cab driver took me to the right place. It was around 9.30 AM when I got there. I met the HR, who showed me to a small room and offered a glass of water. My interview began at 10.

The first one was with one of the producers of the company. After a brief introduction, the Q&A session began. Ideas, mechanics, improvements, visuals, audience, platform, almost everything was discussed. My interviewer was pretty smart. I liked the way it was going. The interviewer liked a lot of my ideas; and showed concerns at places too; which were then clarified. It took about an hour for the interview to get over. By the time it was over, I had a bad headache. Continuous travel at odd hours don't go well with my body. Before leaving, the interviewer informed me that another producer will join me in sometime.

Since it was obvious there was going to be one more round, I asked the HR for a headache relief tablet. Unfortunately, they didn't have one. I took a crocin. Needed some sedative to subside that pain for me to continue. It didn't help.

The second interviewer came in a bit late and apologized for the same. The company was having some senior management meeting; so people from their headquarters in States had also come in.

Anyways, the interview began, similar set of questions. Couldn't they just take the interview together? Sigh. The headache was growing. I just wanted to lie down somewhere. Somehow pushed myself through and the round finally got over. It was around 12.45 PM then. The second interviewer told me that the HR will come in some time and left.

I was relieved. Since the two rounds were over, I thought I will go and visit my friend. The return flight was at 7 PM. I could leave by 3.30-4. There was some time to rest. The HR came in and told me that it was time for lunch. I told him that I would prefer to complete the HR round and have lunch with my friend. That's when he said that my interview wasn't over! I was shocked! I politely asked him if I could go out for lunch and told him that I would be back right on time. I wanted some fresh air. And the reply was negative. Apparently I couldn't leave the office premises till the interview was over!

I was in no mood for lunch. My head was aching so much that I could barely taste any food. Post lunch I went to the washroom and splashed water on my face. Tried anything possible to get rid of that goddamn headache. I went back to the interview room and after what seemed like a long wait to me, I inquired about the next round with the HR. I told him that my headache was rapidly increasing and wanted to wrap this fast or continue it over phone or whatever. He assured me that it was the last round and asked me to wait for some more time. In about 10 minutes, my third interviewer came. Seemed to be a jolly good chap. After some routine questions, he wanted me to solve puzzles. I like puzzles, but the timing wasn't right. I really struggled. My brain refused to cooperate anymore. I was losing my speed and concentration, but still managed to get some of them right. Finally that round was done too. I thought I was going to pass out!

The HR came in with a troubled look and told me that two more guys were coming in to interview me. I just couldn't believe it. What on earth is wrong with them? Was I some convicted criminal that so many people want to interrogate me? He told me that the third interviewer was like a proxy till the real guys turned up. How thoughtful!

I had almost reached my limit. My head was in splits! I was regretting my decision to attend the interview. Finally the interviewers arrived and bombarded me with questions, puzzles, opinions and what not. There were detailed questions related to areas I wasn't well versed with. It was as if a game designer needs to know every bloody thing in this world! I thought they might just ask me to create a AAA game then and there all by myself. (Note: Only in the interviews will your suggestions be deeply pondered upon and if you are lucky may be agreed upon too! For more, please read: The Ideas Guy)

Well, at that state I couldn't even reply to things related to game design. When I thought about the answers I barely managed to squeak, I was sure that a kindergarten kid would have fared better. But that's what headaches do to you!

It was 3.30PM. The car they arranged for me had arrived. Even then they didn't stop. Devoted! Finally at 3.45, the HR came in and told them that I will have to leave in ten minutes max. So finally they asked me if I had any questions for them. I said "No!" One of them told me that it was surprising that after being asked so many questions, I had none for them. I told them, "Maybe you should ask that to me when I'm not drained out." He just murmured a "Hmmm..." They gave me some home assignments to do. I just nodded, took the papers, "thanked" them and headed out.

The journey to the airport wasn't a great one. My head ached so much that I thought about checking myself into some hotel and leaving the next day. The driver felt bad for me and asked if I was feeling alright. I just nodded my head. After a while, he stopped at a restaurant, grabbed a bottle of water for me. Probably the nicest guy I met in the entire day! We finally got to the airport. He told me to take care, gave me his number in case of any emergency. I walked into the airport and waited for the time to fly as fast as it could, praying that the flight be on time. Somehow that day I managed to get home without passing out!

Next morning, I wrote to the HR that I'm not interested in their offer. I also told him that next time they are asking an interviewee to fly down from a different state that early in the morning and going to interrogate him/her till the last drop of blood is sucked out, then they better warn him/her about it! After all we are humans!

Friday, April 30, 2010

Women on Top and Loving it - DNA Bangalore Article

Women on Top and Loving it, DNA Bangalore, Apr 24th 2010. By NT Balanarayan

Click here to view the original article.


Click on Page no 10 and then click on the heading on the right panel to view it properly :)


Reposting the article, colored coded my quotes :)
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Women on top and loving it
Women working in top tech jobs in India think it's a level playfield, provided you have the right attitude, says NT Balanarayan

The US may be the leader in technology development, but fewer than 24% of the top tech jobs in the US are held by women, according to surveys. Many women are unhappy with the workplace glass ceiling, which means they get overlooked for the top job despite being well-qualified. The percentage of women in top tech jobs may not be high in India, but they certainly make it count and make their presence felt.

Anuradha, senior vice-president (engineering) at Subex, Bangalore, has over two decades of experience in the telecom field. If you live up to the role expectations, and have the right attitude and balanced approach towards work and colleagues, there is no differentiation, she says. "On the work-front, I have never faced such challenges. Even while studying, there were no differentiations whether it came to scoring marks or when I needed to demonstrate my mettle. The challenges are mostly in maintaining a balance with your personal life if you have a family — be it the role of spouse or mother. For that, developing a congenial support system is very critical," she adds.

Maintaining balance is an issue for Priya Venkateshan, a Bangalorean who is a pursuing her MS (computer science) and is involved in research on machine learning at University of California, Irvine. "Now, being in the tech field is probably easier in India. But it takes a lot to get to the top and you don't have many role models," she says.
Striking a work-life balance is the biggest stumbling block. "If your workplace understands that you have a life, then great! But if they don't, then you'll need to go the extra mile. At my workplace, it's more chilled out to be in an R&D job than in a development job. The farther you get from the market, lesser the stress," she adds.

Divisha Chandna, senior product manager (widgets), Opera Software, says not all women think gender is an issue while selecting a job. "I am in a product management role. I work with the sales, marketing, engineering and management teams and enjoy the interactions. As a rule, it's important to pick a role based on interest rather than gender," she says.
"I have been working in the IT industry in various roles for the past seven years. I joined Opera right after college, so most of my learning has been on the job. Most of my colleagues and managers were quite young too, and more passionate than experienced. This meant there was little status quo or rules that I had to deal with. The only thing that mattered is interest and contribution to the role. It's a good industry for women to be in and I hope to continue to be a part of it. There is a lot of room for growth, and gender really is a non-issue, but with one exception. When I joined the software sales team for a year, I did find that being woman was a challenge. For a while, I enjoyed the travel and the excitement of meeting new customers on a daily basis, but I could not see myself living out of a suitcase for too long. I was also the only female sales employee in a team of 48. It is always better when there is a little more diversity in a team," adds Divisha.

But not all women have pleasant experiences at the workplace. Purnima Iyer, game developer at Indiagames, describes an unpleasant encounter she had when while on the job hunt after college. "I got a job interview with a mobile company and I had a terrible experience. The interviewer just wouldn't believe I actually 'coded' in my final-year project. He said we might have bought the project. I explained my role, but he suggested the two guys in the team did the coding. Maintaining my temper, I asked him, 'Then how did I clear your technical round? I had to write code samples and answer the other questions too.' To which he said that I might have cheated. He said he'd ask me a technical question. He pointed to a random location on the screen of a mobile device and asked me to tell its coordinates! My answer: I snatched my resume from his hand, took my file and walked out of the room."

Purnima adds that there are fewer women in certain fields of technology because of pressure from parents. "My parents forced me to shift to a software company after I started working in a game development company because they couldn't picture a woman in this field. It took a while for me to convince them that game design is a good profession," she says.

So how many women does she work with? "Not many. Most women here work in marketing, sales, HR. From what I've seen, there are very few women who are really passionate about gaming. Most people see it as just another job," she says.

"I used to play this Massively Multiplayer Online (MMO) game called Ragnarok and most people there thought I was a cross-dresser and just couldn't believe girls are into gaming. I met other girls playing the game, but yes, we were a small group in comparison to the number of men," she adds. 

balanarayan@dnaindia.net
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However, the fact is my parents forced me to shift to a software firm not because they couldn't picture a woman in this field. It was because, they weren't aware that gaming was a professional field. And nowadays even youngsters have to be made aware of the career opportunities in gaming. So our traditional parents' awareness about the industry cannot be questioned :)


Thanks to DNA Bangalore's Gaming and Technology Reporter: NT Balanarayan for this article. He's also the man behind GameBashing, and has been kind enough to add this blog to the list of Indian Gaming Blogs :)