Choosing Juice : Enabling Fun in Games through Better Visual Design
Koskela, Tero (2015)
Koskela, Tero
Tampereen ammattikorkeakoulu
2015
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-201505138004
https://urn.fi/URN:NBN:fi:amk-201505138004
Tiivistelmä
This thesis aims to find out how a game can be more rewarding and motivating by improving its visual elements that are not directly dictated by the gameplay. Using the GuitarBots game as an example of a game that does very well in the gameplay department but fails to excite player with additional depth, rewards and feedback, this thesis explores the importance of good feedback, interesting game worlds and characters.
In order to understand what produces fun in games, this thesis will first define games in relation to work and explore and explain how rewarding affects both activities. The thesis also presents different rewarding schemes and how they affect player behaviour. Additionally, in order to understand what keeps the players engaged and ready to invest time and effort into a game, the thesis looks the flow state and the mechanics and requirements of producing and maintaining it.
As a way to provide an interesting context for the game and its rules, this thesis presents the importance and design of game worlds. Closely related to game worlds, this thesis also looks at the function of characters in the game. They are presented both in terms of their visual design and their meaning to the player and the story.
As the final element of a fun game experience, this thesis presents the concept of juice, which is a type of excessive positive feedback given to the player at nearly every possible moment of interaction or success. Without it, a game feels unresponsive and dull. This thesis presents a list of elements where juice can be applied.
The research presented in this thesis was applied into practice by designing a game using the same engine as GuitarBots, but with completely reworked visual style and assets. The project is presented along a design document that outlines the visual style and elements of the game.
In order to understand what produces fun in games, this thesis will first define games in relation to work and explore and explain how rewarding affects both activities. The thesis also presents different rewarding schemes and how they affect player behaviour. Additionally, in order to understand what keeps the players engaged and ready to invest time and effort into a game, the thesis looks the flow state and the mechanics and requirements of producing and maintaining it.
As a way to provide an interesting context for the game and its rules, this thesis presents the importance and design of game worlds. Closely related to game worlds, this thesis also looks at the function of characters in the game. They are presented both in terms of their visual design and their meaning to the player and the story.
As the final element of a fun game experience, this thesis presents the concept of juice, which is a type of excessive positive feedback given to the player at nearly every possible moment of interaction or success. Without it, a game feels unresponsive and dull. This thesis presents a list of elements where juice can be applied.
The research presented in this thesis was applied into practice by designing a game using the same engine as GuitarBots, but with completely reworked visual style and assets. The project is presented along a design document that outlines the visual style and elements of the game.