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GDC 10: Sid Meier Explains How Player Psychology Drives Design

Posted March 15, 2010 by James Brightman

[IndustryGamers would like to thank EA Sports for sponsoring our trip to GDC this year]

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In one of the more interesting keynotes we've ever had the pleasure of attending at GDC, legendary game designer Sid Meier (director of creative development at Firaxis) talked about how gameplay is really a psychological experience, and that this fact can make the game design process easier sometimes, but it can also make it more difficult for those in development too. He outlined several major "disorders" that players deal with: egomania, paranoia, delusion, and self-destructive behavior. 

Ultimately, if the designer can make games that address these psychological issues, the player will feel much better, and the game most likely will be a much greater success as a result. Meier calls the relationship between the player and designer an "unholy alliance." 

First and foremost, the designer must recognize that the player is an egomaniac. The game is all about the player, not the designer. In the real world, people don't always win, but in games, people expect to win most of the time. This leads to some strange in-game odds and reward vs. punishment schemes, but it also plants the seeds for replayability. A key part of the gaming experience that the designer must cater to is the suspension of disbelief; although this is the player's role, it can be facilitated by the designer's choices with music, style, humor, atmosphere, etc.

Paranoia in the player is also something that the designer must be careful to avoid. Meier said that randomness in a game can trigger paranoia quickly because the player wants/needs to be in control of the experience. So if the designer does implement a game mechanic that uses randomness, it must be treated with much care. 

Meier also stressed the importance of AI in games. He said that players often project a lot of themselves onto a game's AI, but he doesn't believe that in-game AI should be treated (or designed) like a person - which is something that many software designers attempt to do. Where Meier sees great value in AI for the designer and player, however, is that it can be very useful as an improvement metric for the designer, and it can provide better competition and variety in the game for the player. 

In terms of self-destructive behavior, Meier said that it's important to protect the players from themselves. One example he cited was the tricky issue of how to handle load/save behavior. In Civilization, he noticed that many players would save before a big battle so that they could instantly reload and try again if they failed. This creates a diminished experience, he said, and he doesn't think this is the way Civ was meant to be played. He also said that providing the player with too many choices, options or settings in a game can be overwhelming and will cause the player to have a less enjoyable experience as he/she obsesses over all the options. Meier is not a fan of cheat codes in games either, but he does like the fact that the cheat idea essentially paved the way for modding, which he enjoys since it releases the "inner designer" in the players.

Like any good psychologist, listening is a crucial skill; Meier said that designers need to listen to what the player is really saying. The designer can't take everything literally, but the feedback can be very helpful. If the player is complaining about something or trying to offer a solution, the designer must try to figure out what it is that's really unsatisfying for the player. Ultimately, Meier said the designer's goal is to take the player on an "epic journey" and psychology can be a great tool to do that. 

Additionally, in the middle of his presentation, Meier took a couple minutes to talk about how to create AAA games on a "shoestring budget." Again, psychology ties into it because Meier said the designer needs to use the player's imagination - this saves tons of money since those art assets don't need to be created. He said that designers should "go with the flow" and use resources to bring to life things that are harder to sell to the player vs. other things that more easily fit within the game world and can be imagined by the player. By tapping into what the "player already knows," designers can essentially save millions of dollars, he said. 

IndustryGamers also had the opportunity to interview Meier at GDC, so please stay tuned for that.

James Brightman has been covering the games industry since 2003 and has been an avid gamer ever since the days of Atari and Intellivision. He was previously the EIC of GameDaily Biz.

24 Comments

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May 5, 2010

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MiltSparks
June 17, 2010

I don't know why he would say that the AI should not mimic a person. That doesn't seem right. If I'm playing a FPS and a bot opponent stands there with his pistol in a holster and does nothing...well you'd have a weird game on your hands.. I want the computer to think like a real person. But maybe that's just me.

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June 21, 2010

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I absolutely agree about game saves. If you can pick any point to save and load, then there is almost no point in playing the game because the challenge is removed. On the counter side, if you make saves/loads too cumbersome, then the game becomes frustrating. I think this is more art than science.
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