|    Game Design

Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand and exploit the possibilities of new technologies such as realistic physics, facial expressions, and lighting techniques; they must also continue to master the traditional disciplines of drama, game play, and psychology.

The Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.


Engines of Play: How Player Motivation Changes Over Time
Vanden Berghe (Ubisoft)
This lecture presents a model of how player motivation changes over time through the Big 5 model. The Big 5, we find, predicts player acquisition behavior ('taste') & 'reactive' rejection behavior ('ragequit'), and that SDT predicts retention ('satisfaction') & 'boredom' rejection behavior. The fact that we now understand the correlations between each of the facets of these two models and game design elements means that we can, through a template that I will give in the presentation, connect all of the major gameplay elements we are designing into the game with measurable and verifiable human motivations in our playerbase.

The talk is intended for designers, marketers, producers, and other developers who already have a basic working knowledge of how game elements interact with human motivations, but the talk will provide enough of a basic framework of the topic to ensure that newcomers won't be lost. Attendees will leave with an understanding of what motivations are likely active in your players at what point in their experience with your game, and a template to help you map out how your game will engage those motivations and communicate that plan to everyone involved in making your game.
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