What I Learned - 9/22 to 9/28
- Game design is not about the shipping of a product, but the lifetime iteration to perfect a craft.
- Nearly any way you describe games is useful in someway, at some-point, to the definition of what games are; design fundamentalism should be faced with skepticism.
- A designer should never get hung-up on the "correct" application of game-making theory when faced with a problem; just go forth and do!
- Be prepared; always have an updated resume that can be sent whenever.
- If managing a community, the first best-practice is "adapt to your community".
- The triad of Marketing, Public Relations, and Community Management are the only avenues players have to the game pre-release.
- The rules of Community Management: Know your community, communicate, be honest, and don't underestimate the community.
- Researchers have discovered 4 cornerstones to what a group needs to be considered a community:
- Membership.
- Influence.
- Integration and fulfillment of needs.
- Shared emotional connection.
- A set of motivations that drive players to be a community are:
- Anticipated Reciprocity, where players interact to get interaction back;
- Increased Reputation, so they can improve their standing among peers;
- A Sense of Efficacy, whence players believe a difference is being made by their presence.
- All community specialists need to be player focused, game experts, able leaders, swell storytellers, educators, thick-skinned, and patient with all.
- Jennifer Grayeh, from Forbes, lays out 4 pillars of community management: Growth, Engagement, Listening, and Improvement.
- Riot uses five pillars in managing a world-class community:
- Shield players from negative behavior.
- Remove or reform toxic players.
- Create a culture of sportsmanship.
- Reinforce positive behaviors.
- Create better match chemistry.
- Seeing the color red only briefly can hinder performance in goal-oriented tasks by ~20%.
- Hearing, reading, or doing something deemed "Elderly" can reduce a person's walking speed.
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