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Monday, October 29, 2012

GDCO Notes - Dave Mark, Numbers Have Power



Psychology vs. Structure: The Power of Numbers in Game Design
Speaker: Dave Mark (President and Lead Designer at Intrinsic Algorithm LLC)
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The most important part of any presentation: “Gratuitous use of cats”
Pinning You Down
·         Never give an ‘anchor’ to questions in QA
·         When buying things, no-one likes A = B, but people love A = A-
o   ‘A’ is an internet book, ‘B’ is a real book, and ‘A-‘ is the internet book and the real book
o   A buyer doesn’t want ‘B’, and maybe doesn’t want ‘A-‘
·         Percents are better! Don’t use plain numbers
·         Words/amounts to use in scoring:
o   Thousands and OK, millions are cool
·         Granularity affects perception -> use whole numbers
o   Don’t use percents/fractions
·         Numbers after the 1st comma are commonly ignored
·         Quality is ignored when something is free
·         The ‘Almost’
o   ‘Almost’ refers to $0.99, $8.99, etc
o   Makes the buyer say ‘It’s not really a dollar…’
·         Classy things do not use cents
o   Save money or get quality
·         Stating costs in a public scene is impolite
·         Giving something for free is better than using a reduced price
·         Use ‘Gifting’ to make other people gladly take what you have to offer
o   Don’t give a price value
o   Don’t give actual money
·         Owning something makes something more valuable mentally for the owner
·         Arbitrary thresholds keep people going
o   Player with $90K wants $100K when keeping the $90K is a better option
·         We want bigger rewards!!
·         Low reward -> higher actual reward score
o   Ex: higher game combo makes game harder therefore lower score
·         High HP feels better than damage reduction
o   Taking ‘free/nullified’ is better than having higher HP
·         Time spent in lower health ranges is scarier!
o   Damage taken being based on health gets this result (high HP = higher damage) 

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