
Better Game Characters by Design
A Psychological Approach
- 1st Edition - August 1, 2006
- Imprint: Morgan Kaufmann
- Authors: Tim Schafer, Katherine Isbister
- Language: English
- eBook ISBN:9 7 8 - 0 - 0 8 - 0 4 7 0 8 4 - 9
Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with pl… Read more
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Request a sales quoteGames are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games.
However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences.
This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it.
Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.
- Uses a non-technical approach appropriate for artists and designers as well as developers
- Introduces and explains key concepts from psychology and social science, including cultural and gender specific roles and perceptions, and includes design exercises to explore ideas further
- About the Author
- Foreword by Tim Schafer
- Preface
- About the DVD
- I First Impressions
- What Is Covered and Why
- Who Will Find Part I Most Useful
- Overview of Key Concepts
- Take-Aways from Part I
- 1 Social Surface
- 1.1 What Is Covered and Why
- 1.2 The Psychological Principles
- 1.3 Design Pointers
- 1.4 Interview: Gonzalo Frasca
- 1.5 Summary and What Is Next
- 1.6 Exercises
- 1.7 Further Reading
- 2 Practical Questions - Dominance, Friendliness, and Personality
- 2.1 What Is Covered and Why
- 2.2 The Psychological Principles
- 2.3 Design Pointers
- 2.4 Summary and What Is Next
- 2.5 Exercises
- 2.6 Further Reading
- II Focus on the Player
- What Is Covered and Why
- Who Will Find Part II Most Useful
- Overview of Key Concepts
- Take-Aways from Part II
- 3 Culture
- 3.1 What Is Covered and Why
- 3.2 The Psychological Principles
- 3.3 Design Pointers
- 3.4 Interview: Ryoichi Hasegawa and Roppyaku Tsurumi of Sony
- 3.5 Interview: Lewis Johnson
- 3.6 Summary and What Is Next
- 3.7 Exercises
- 3.8 Further Reading
- 4 Gender
- 4.1 What Is Covered and Why
- 4.2 The Psychological Principles
- 4.3 Design Pointers
- 4.4 Interviews with Gamers - Personal Perspectives
- 4.5 Summary and What Is Next
- 4.6 Exercises
- 4.7 Further Reading
- III Using a Character's Social Equipment
- What Is Covered and Why
- Who Will Find Part III Most Useful
- Overview of Key Concepts
- Take-Aways from Part III
- 5 The Face
- 5.1 What Is Covered and Why
- 5.2 The Psychological Principles
- 5.3 Design Pointers
- 5.4 Summary and What Is Next
- 5.5 Exercises
- 5.6 Further Reading
- 6 The Body
- 6.1 What Is Covered and Why
- 6.2 The Psychological Principles
- 6.3 Design Pointers
- 6.4 Interview: Chuck Clanton
- 6.5 Summary and What Is Next
- 6.6 Exercise
- 6.7 Further Reading
- 7 The Voice
- 7.1 What Is Covered and Why
- 7.2 The Psychological Principles
- 7.3 Design Pointers
- 7.4 Further Directions - Emotion Detection
- 7.5 Interview: MIT Media Lab's Zeynep Inanoglu and Ron Caneel
- 7.6 Summary and What Is Next
- 7.7 Exercise
- 7.8 Further Reading
- 7.9 Answers to Exercises
- IV Characters in Action
- What Is Covered and Why
- Who Will Find Part IV Most Useful
- Overview of Key Concepts
- Take-Aways from Part IV
- 8 Player-Characters
- 8.1 What Is Covered and Why
- 8.2 The Psychological Principles
- 8.3 Design Pointers
- 8.4 Interview: Marc Laidlaw
- 8.5 Summary and What Is Next
- 8.6 Exercises
- 8.7 Further Reading
- 8.8 Acknowledgments
- 9 Nonplayer-Characters
- 9.1 What Is Covered and Why
- 9.2 The Psychological Principles
- 9.3 Dimensions of Social Roles and NPCs
- 9.4 Common Social Roles in Games
- 9.5 Design Guidelines
- 9.6 Summary and What Is Next
- 9.7 Exercises
- 9.8 Further Reading
- V Putting It All Together
- What Is Covered and Why
- Who Will Find Part V Most Useful
- Overview of Key Concepts
- Take-Aways from Part V
- 10 Process
- 10.1 What Is Covered and Why
- 10.2 Arguments for Bringing a Social-Psychological Approach to Game Development
- 10.3 The Development Time Line
- 10.4 Building in the Social-Psychological Approach
- 10.5 Interview: Tim Schafer
- 10.6 Summary and What Is Next
- 10.7 Further Reading
- 11 Evaluation
- 11.1 What Is Covered and Why
- 11.2 The Psychological Principles
- 11.3 Current Evaluation Practice in Game Design: Market Research and Play Testing
- 11.4 Taking Design to the Next Level with Preproduction Evaluation
- 11.5 A Note on Postproduction Evaluation
- 11.6 Evaluation Checklist
- 11.7 Games Usability Perspectives
- 11.8 Interview: Randy Pagulayan
- 11.9 Interview: Nicole Lazzaro
- 11.10 Affective Sensing: An Evaluation Method for the Future?
- 11.11 Summary
- 11.12 Exercises
- 11.13 Further Reading
- Appendix
- Index
- Edition: 1
- Published: August 1, 2006
- Imprint: Morgan Kaufmann
- Language: English
- eBook ISBN: 9780080470849
TS
Tim Schafer
KI
Katherine Isbister
Isbister has worked in both research and commercial settings on HCI and usability aspects of games and other products. This background, combined with strong connections to game industry practitioners, makes her well suited to put together an edited volume on games usability that is both rigorous and useful to developers in their everyday work.