Design Attention Not Immersion (Richard Lemarchand)
Design Attention Not Immersion (Richard Lemarchand)
Design Attention Not Immersion (Richard Lemarchand)
Richard
Lemarchand
1
A4en5on,
Not
Immersion
7th
March
2012
In
the
minutes
leading
up
to
the
beginning
of
my
presenta5on,
I
showed
a
short
film
called
Immersion
by
the
photographer
and
video
ar5st,
Robbie
Cooper.
www.youtube.com/watch?v=HfOUhwhdUV0
Richard
Lemarchand
2
A4en5on,
Not
Immersion
7th
March
2012
Good
aJernoon,
everyone,
and
welcome
to
my
talk.
Please
silence
your
phones,
and
fill
out
the
Electronic
Evalua5on
forms
when
you
receive
them.
Thanks
in
advance
to
the
awesome
Conference
Associates
who
are
helping
us
out
here
today,
and
all
throughout
the
conference,
and
thanks
to
Robbie
Cooper
for
the
use
of
his
short
film
Immersion,
which
I
just
showed!
My
talk
today
is
the
first
arty,
wannabe-‐intellectual
game
design
talk
that
I’ve
given
at
GDC,
so
I’m
pre4y
nervous
in
case
you
think
it’s
a
load
of
old
bollocks,
but
please
bear
with
me.
It’s
also
rather
long,
and
I
might
go
over
the
hour,
but
I’ll
try
and
go
fast.
Let’s
do
it!
Richard
Lemarchand
3
A4en5on,
Not
Immersion
7th
March
2012
My
name
is
Richard
Lemarchand,
and
I
am
lucky
enough
to
be
a
Lead
Game
Designer
at
a
fantas5c
studio
called
Naughty
Dog.
I’ve
been
a
professional
game
designer
for
a
li4le
over
twenty
years
now,
working
mainly
in
character-‐ac5on
games,
and
I’ve
worked
at
Naughty
Dog
for
nearly
eight
years.
I
was
either
the
lead
or
the
co-‐lead
game
designer
on
all
three
games
in
the
Uncharted
series…
Richard
Lemarchand
4
A4en5on,
Not
Immersion
7th
March
2012
…culmina5ng in Uncharted 3: Drake’s Decep6on, which we released last November.
We’ve
had
terrific
success
with
Uncharted
3,
and
even
though
I’m
not
going
to
put
too
much
of
a
focus
on
the
Uncharted
games
today,
later
on
I’ll
tell
you
about
some
of
the
playtes5ng
techniques
that
we
used
to
improve
and
polish
our
latest
game.
Richard
Lemarchand
5
A4en5on,
Not
Immersion
7th
March
2012
But
as
well
as
leaving
you
with
just
a
li4le
bit
of
prac5cal
takeaway
today,
I
have
two
other
goals
for
my
talk,
both
of
them
to
do
with
game
design
philosophy,
and
both
of
which
I
hope
will
be
useful
to
you
in
your
game
design
prac5ce.
Richard
Lemarchand
6
A4en5on,
Not
Immersion
7th
March
2012
One
of
them
relates
to
my
thoughts
about
the
value
and
nature
of
what
gets
called
‘experien5al’
gameplay.
We’ve
used
this
kind
of
gameplay
to
powerful
effect
in
the
Uncharted
series
–
for
example,
in
the
peaceful
village
sequence
in
Uncharted
2
–
but
it’s
also
being
used
in
many
different
ways
by
many
different
types
of
games,
from
the
world
of
triple-‐A,
to
indie
and
art
games.
We’ll get back to this towards the end of my talk.
Richard
Lemarchand
7
A4en5on,
Not
Immersion
7th
March
2012
But my first and biggest goal is given away by the 5tle of my talk.
In
the
grand
tradi5on
of
Jesse
Schell’s
Game
Design
Lenses,
where
Jesse
gave
us
a
set
of
language
for
talking
clearly
about
many
different
aspects
of
the
game
experience,
I
want
to
give
us
just
one
new
lens:
the
concept
of
‘player
a4en5on’.
Richard
Lemarchand
8
A4en5on,
Not
Immersion
7th
March
2012
A4en5on,
in
the
way
that
psychologists
talk
about
a4en5on,
is
very
important
when
we’re
discussing
the
core
of
a
good
videogame
experience,
but
it
rarely
gets
discussed
by
designers
here
at
GDC.
I’d
like
to
see
if
there’s
something
we
can
do
about
that.
Part
of
the
reason
I’m
interested
in
this
is
become
I’m
hungry
for
knowledge
about
the
human
mind.
And
not
just
the
kind
of
knowledge
that
science
gives
us,
but
the
insight
into
the
lived
human
experience
that
we
can
get
from
art.
And
what
be4er
art
form
to
explore
these
ques5ons
with,
than
that
of
videogames?
The
other
reason
that
I
want
us
to
start
talking
about
a4en5on
is
my
dislike,
some
might
say
my
unreasonable
dislike,
of
a
couple
of
innocent
words.
Richard
Lemarchand
9
A4en5on,
Not
Immersion
7th
March
2012
Richard
Lemarchand
10
A4en5on,
Not
Immersion
7th
March
2012
Their rela5ves ‘engaging’ and ‘engagement’ are a bit be4er, but not much.
We
use
these
words
all
the
5me
when
we’re
talking
about
what
makes
games
great,
but
do
we
really
understand
what
they
mean?
Richard
Lemarchand
11
A4en5on,
Not
Immersion
7th
March
2012
Their
literal
sense
seems
confusing:
when
we’re
immersed
in
a
game,
what
are
we
under
the
surface
of?
Are
we
inside
the
gameplay,
or
the
graphics,
like
James
Woods
making
out
with
his
creepy
TV
in
David
Cronenberg’s
film,
Videodrome?
Richard
Lemarchand
12
A4en5on,
Not
Immersion
7th
March
2012
In
their
landmark
2003
book,
Rules
of
Play,
Ka5e
Salen
and
Eric
Zimmerman
talk
about
something
that
they
call,
‘ The
Immersive
Fallacy’.
They
say
that
there’s
an
idea,
prevalent
among
game
designers
and
media
theorists,
that
“the
pleasure
of
a
media
experience
lies
in
its
ability
to
sensually
transport
the
par5cipant
into
an
illusory,
simulated
reality
…(one)
so
complete
that
ideally
the
frame
falls
away
so
that
the
player
truly
believes
that
he
or
she
is
part
of
an
imaginary
world”.
They go on to claim that this concep5on is a mistake.
Richard
Lemarchand
13
A4en5on,
Not
Immersion
7th
March
2012
The
use
of
the
word
immersion
in
this
sense,
which
refers
to
our
going
beyond
the
boundary
between
our
day-‐to-‐day
world
of
IRL
and
into
some
machine-‐mediated
consensual
hallucina5on
–
to
borrow
some
poetry
from
William
Gibson
–
comes
from
the
world
of
virtual
reality.
Richard
Lemarchand
14
A4en5on,
Not
Immersion
7th
March
2012
And
it’s
an
alluring
idea
–
certainly
the
level
of
iden5fica5on
that
we
have
with
the
protagonists
in
a
movie
or
the
hero
of
a
game
would
suggest
that
we
get
caught
up
in
fantasies
quite
thoroughly,
and
the
amount
of
5me
we
spend
‘grounding’
the
reality
of
the
world
of
Uncharted
in
lots
of
different
ways
is
testament
to
the
importance
of
helping
an
audience
suspend
their
disbelief.
Richard
Lemarchand
15
A4en5on,
Not
Immersion
7th
March
2012
But
the
claim
that
you
can
make
someone
forget
who
they
are,
and
start
to
believe
that
they’re
someone
else,
just
by
enveloping
them
in
pictures
and
sounds
of
another
place
and
5me,
doesn’t
seem
quite
right
to
me.
It
doesn’t
do
jus5ce
to
the
game
ar5sans
who
craJ
experiences
that
get
and
hold
our
a4en5on
in
many
different,
ingenious
ways.
And
even
if
we
could
pull
off
this
trick,
of
making
you
believe
that
you
are
someone
else
–
would
we
really
want
to?
Richard
Lemarchand
16
A4en5on,
Not
Immersion
7th
March
2012
If
I
could
reach
into
your
mind,
make
you
forgot
who
you
were
while
leaving
your
skills
and
emo5ons
intact,
and
have
you
literally
believe
that
you
were
Nathan
Drake,
hanging
out
the
back
of
a
cargo
plane
with
the
desert
floor
a
quarter-‐mile
below
you,
and
gun-‐wielding
enemies
above
you,
you
probably
wouldn’t
be
excited
and
entertained
in
the
way
that
everyone
at
Naughty
Dog
hopes
for,
for
players
of
our
games…
Richard
Lemarchand
17
A4en5on,
Not
Immersion
7th
March
2012
…you’d almost certainly be scared witless! No disrespect, you understand.
Richard
Lemarchand
18
A4en5on,
Not
Immersion
7th
March
2012
I
do
think
that
games,
interac5vity
and
what
you
might
call
‘overwhelming
sensory
inunda5on’
can
change
our
iden5ty
in
interes5ng
ways
that
are
worthy
of
a
lot
more
explora5on.
The
interac5ve
theatrical
produc5on
Sleep
No
More
and
Gaspar
Noe’s
film
Enter
the
Void
are
two
great,
en5rely
different
demonstra5ons
of
that
fact.
Richard
Lemarchand
19
A4en5on,
Not
Immersion
7th
March
2012
And
here
are
some
recent
games
that
have
played
with
the
strange
rela5onship
between
a
game’s
protagonist
and
its
player:
Jeroen
Stout’s
Dinner
Date,
and
Swery’s
Deadly
Premoni6on.
Both
of
these
games
show
us
that
things
aren’t
quite
as
simple
as
our
having
a
one-‐
to-‐one
iden5fica5on
with
a
game’s
hero.
Richard
Lemarchand
20
A4en5on,
Not
Immersion
7th
March
2012
…as
do
just
about
all
of
the
games
by
Belgium-‐based
artgame
developer,
Tales
of
Tales.
Richard
Lemarchand
21
A4en5on,
Not
Immersion
7th
March
2012
Now
I
don’t
want
to
be
that
seman5cs-‐quibbling
guy.
I
actually
think
that
the
word
immersion
is
fine
when
we
use
it
casually,
and
when
we’re
sure
what
we’re
talking
about.
Virtual
reality
is
very
interes5ng
and
important,
and
high-‐fidelity
wraparound
simula5ons
are
immersive
in
the
true
sense
of
the
word.
But
in
the
context
of
TV-‐
based
videogames
the
word
immersion
is
a
bit
of
a
buzzword,
and
can
point
us
in
the
wrong
direc5on
when
we’re
trying
to
analyze
the
games
we
love,
especially
if
we
start
talking
about
being
immersed
in
gameplay.
Richard
Lemarchand
22
A4en5on,
Not
Immersion
7th
March
2012
Richard
Lemarchand
23
A4en5on,
Not
Immersion
7th
March
2012
Videogames
entrance
us
by
geqng
our
a4en5on,
and
then
they
give
us
what
we’d
call
a
compelling
experience,
by
holding
our
a4en5on.
Loosely
defined
as
the
cogni5ve
process
of
paying
a4en5on
to
one
aspect
of
the
environment
while
ignoring
others,
a4en5on
is
one
of
the
most
widely
studied
and
discussed
subjects
in
the
whole
of
psychology.
So
let’s
take
a
closer
look
at
it.
Richard
Lemarchand
24
A4en5on,
Not
Immersion
7th
March
2012
For
many
years,
scien5sts
believed
that
the
human
mind
could
only
pay
a4en5on
to
one
thing
at
a
5me.
Psychologists
call
this
our
‘a4en5onal
bo4leneck’.
Richard
Lemarchand
25
A4en5on,
Not
Immersion
7th
March
2012
The
game
designer
Colin
Northway
has
talked
interes5ngly
about
this
on
his
blog
in
terms
of
‘a4en5on
spliqng’.
For
example,
StarCraJ
players
call
a4en5on
“the
third
resource”,
and
expert
players
a4empt
to
steal
a4en5on
from
their
opponents
with
raids
and
harassment.
Richard
Lemarchand
26
A4en5on,
Not
Immersion
7th
March
2012
A4en5onal
Bo4leneck
is
important
for
game
designers
to
think
about.
In
many
games
we
have
to
keep
track
of
lots
of
different
pieces
of
informa5on:
how
much
health
we
currently
have,
how
much
ammo
we
have
leJ,
where
the
enemies
and
other
threats
in
the
level
are,
and
so
on.
If
the
player
only
has
so
much
a4en5on
to
go
around,
we
as
designers
have
to
stay
aware
of
this
so
that
we
don’t
overwhelm
them.
Richard
Lemarchand
27
A4en5on,
Not
Immersion
7th
March
2012
We
now
know
that
that’s
not
quite
true,
that
we
can
only
a4end
to
one
thing
at
once:
our
unconscious
minds
are
always
monitoring
the
world
for
the
arrival
of
important
new
informa5on.
We
call
this
‘vigilance’,
and
it
has
been
studied
a
lot
since
the
1940s,
because
it’s
central
to
some
very
important
jobs…
Richard
Lemarchand
28
A4en5on,
Not
Immersion
7th
March
2012
Totally
relevant
to
game
designers,
of
course:
we’re
beqng
on
the
fact
that
our
players
are
going
to
be
able
to
be
vigilant,
for
hours
on
end,
whether
you’re
keeping
an
eye
out
for
aircraJ
in
Flight
Control…
Richard
Lemarchand
29
A4en5on,
Not
Immersion
7th
March
2012
…or
staying
eyeball-‐dryingly
vigilant
for
incoming
enemies
in
Ac5on
Bu4on’s
awesome
ZiGGURAT.
Richard
Lemarchand
30
A4en5on,
Not
Immersion
7th
March
2012
But
it’s
tough
to
be
vigilant,
though:
we
all
suffer
from
something
called
‘vigilance
fa5gue’,
which
means
that,
aJer
the
first
fiJeen
minutes
of
paying
close
a4en5on
to
something,
we
become
much
more
likely
to
miss
new
relevant
informa5on
if
the
sensory
footprint
of
the
new
informa5on
is
small
or
weak.
Richard
Lemarchand
31
A4en5on,
Not
Immersion
7th
March
2012
Scien5sts
used
to
think
that
the
more
boring
the
task,
the
quicker
vigilance
fa5gue
kicks
in,
but
recent
research
shows
that
it’s
just
as
much
of
an
issue
for
interes5ng
vigilance-‐based
tasks,
like
the
ones
in
games.
Richard
Lemarchand
32
A4en5on,
Not
Immersion
7th
March
2012
People
focusing
on
the
same
task
for
a
long
5me
eventually
become
distracted,
irritable
and
impa5ent
–
think
of
your
mental
state
at
the
end
of
a
six-‐hour
online
FPS
jag,
or
a
protracted
raid
in
an
MMO.
If
you’re
anything
like
me,
it’s
probably
somewhat
agitated.
Richard
Lemarchand
33
A4en5on,
Not
Immersion
7th
March
2012
But
switching
to
another
ac5vity
–
especially
one
that
is
low
stress,
or,
interes5ngly,
contains
pastoral
scenes
of
nature
–
can
restore
our
ability
to
be
vigilant.
en.wikipedia.org/wiki/Attention_restoration_theory
That probably explains the pa4ern of self-‐guided player ac5vity in a game like…
Richard
Lemarchand
34
A4en5on,
Not
Immersion
7th
March
2012
…Skyrim,
as
we
cycle
between
explora5on,
combat
and
lengthy
periods
of
messing
with
our
inventory.
Richard
Lemarchand
35
A4en5on,
Not
Immersion
7th
March
2012
This
need
that
we
have,
to
rotate
between
different
tones
and
intensi5es
of
visual
ac5vity,
explains
why
movie-‐makers
talk
about
‘pacing’.
Here’s
an
‘intensity
graph’
that
writer-‐producer
Warren
Skaaren
made
for
the
movie
Top
Gun,
as
well
as
Freytag’s
famous
triangular
graph
of
drama5c
structure,
and
Kurt
Vonnegut
on
The
Shapes
of
Stories
(which
you
can
check
out
on
YouTube):
www.youtube.com/watch?v=oP3c1h8v2ZQ
Richard
Lemarchand
36
A4en5on,
Not
Immersion
7th
March
2012
And
we
certainly
think
about
pacing
a
lot
when
we’re
planning
the
Uncharted
games,
and
we
space
out
intense
periods
of
combat
with
less
intensive
explora5on
and
problem
solving,
and
with
experien5al
sequences
like
Uncharted
3’s
“Lost
in
the
Desert”
montage.
To
wrap
this
sec5on
up,
I
want
to
quickly
tell
you
about
the
two
different
kinds
of
a4en5on
we
have.
Richard
Lemarchand
37
A4en5on,
Not
Immersion
7th
March
2012
The
first
kind
is
something
I’ve
been
exploi5ng
every
5me
I
bring
up
a
new
slide,
using
what’s
called
your
‘orien5ng
reflex’.
This
big
change
in
your
visual
field
has
almost
certainly
succeeded
in
a4rac5ng
your
a4en5on
to
the
screen,
and
it
does
so
in
a
way
that
you
don’t
have
any
real
control
over.
Richard
Lemarchand
38
A4en5on,
Not
Immersion
7th
March
2012
Sudden
loud
sounds
and
mo5on
have
the
same
affect,
as
do
the
men5on
of
your
name,
anything
that
threatens
your
survival,
and
just
plain
novelty
-‐
anything
new
and
different.
This
is
called
‘reflexive
a4en5on’
and,
broadly
speaking,
it
happens
at
the
back
and
at
the
sides
of
the
brain.
Richard
Lemarchand
39
A4en5on,
Not
Immersion
7th
March
2012
The other kind of a4en5on that we have is ‘execu5ve’ or ‘voluntary a4en5on’.
This
is
the
a4en5on
that
we’re
in
charge
of,
which
we
choose
to
direct
-‐
which
we
have
what’s
known
as
‘execu5ve
control’
over.
Execu5ve
a4en5on
is
one
of
a
group
of
execu5ve
func5ons,
which
also
include
problem
solving
and
the
way
we
monitor
our
own
ac5ons,
and
it
takes
place
primarily
in
the
front
of
the
brain.
Richard
Lemarchand
40
A4en5on,
Not
Immersion
7th
March
2012
But
our
execu5ve
a4en5on
can
be
tricked,
as
it
struggles
to
organize
the
world,
and
it
has
a
tendency
to
assume
that
the
world
is
con5nuous
and
predictable.
You
might
be
familiar
with
the
brilliant
“Person
Swap”
stunts
pulled
by
the
Bri5sh
illusionist
Derren
Brown,
where
a
vic5m
ends
up
giving
direc5ons
to
two
different
people,
without
even
realizing
that
the
person
they’re
talking
to
has
changed.
You can see video of Derren Brown’s “Person Swap” stunts, here on YouTube:
www.youtube.com/watch?v=UYeJ1BHHDIg
Richard
Lemarchand
41
A4en5on,
Not
Immersion
7th
March
2012
The
whole
spectrum
of
execu5ve
func5oning,
where
we
make
choices,
and
take
ac5ons,
is
right
at
the
heart
of
our
craJ
as
videogame
developers.
This
is
what
we’re
talking
about
whenever
we
talk
about
‘agency’,
but
it
seems
that
we
rarely
talk
about
what
the
player
is
choosing
to
pay
a4en5on
to.
I wonder if that’s because our execu5ve a4en5on is “out of sight, out of mind”?
Richard
Lemarchand
42
A4en5on,
Not
Immersion
7th
March
2012
In
any
case,
I
think
we
shouldn’t
forgot
that
the
players
of
the
games
we
design
have
a
freedom
and
a
capacity
to
express
themselves,
simply
by
choosing
what
to
pay
a4en5on
to
next,
before
they
even
act.
I
don’t
know
that
the
mainstream
of
videogames
oJen
take
advantage
of
this
in
a
thoughtul
way,
and
I’ll
admit
to
oJen
being
guilty,
as
a
character-‐ac5on
game
designer,
of
thinking
of
the
player
as
pre4y
reflexive,
running
from
one
shiny
thing
that
we’ve
placed
in
their
path
to
the
next.
Games
like
the
contempla5ve
Dear
Esther
and
the
atmospheric
Proteus
take
a
quite
different
approach,
of
course.
Proteus,
developed
by
Ed
Key
with
a
reac5ve
ambient
soundtrack
by
David
Kanaga,
is
one
of
my
favorite
games
of
2011,
and
if
you
enjoy
medita5ve
interac5ve
experiences
and
haven’t
yet
played
Proteus,
you
should
seek
this
game
out
as
fast
as
you
can.
Anyway,
that’s
a
ten-‐cent
tour
of
what
cogni5ve
scien5sts
know
about
a4en5on.
If
you’re
interested,
there’s
lots
more
good
stuff
to
learn
about
on
Wikipedia.
Richard
Lemarchand
43
A4en5on,
Not
Immersion
7th
March
2012
So
a4en5on
is
probably
important
for
game
designers,
right?
Like
other
kinds
of
entertainment
designers,
we
have
to
guide
our
audience’s
a4en5on
to
things
that
enrich
their
experience,
and
away
from
things
that
don’t.
For
example,
game
designers
specializing
in
level
layout
use
the
‘weenie’
technique
borrowed
from
theme
park
design,
to
orient
the
audiences’
a4en5on
to
landmarks
in
the
environment,
and
then
provide
sequences
of
cues
and
revela5ons
that
guide
the
players
to
where
they
choose
to
go.
Richard
Lemarchand
44
A4en5on,
Not
Immersion
7th
March
2012
If
we’re
going
to
talk
about
the
ways
that
videogames
get
and
hold
our
a4en5on,
instead
of
talking
about
immersion,
we’d
be4er
take
a
quick
look
some
of
the
ways
they
do
it.
When
I
first
sat
down
to
think
about
this,
I
decided
that
most
a4en5on
‘grabbers
and
keepers’
in
videogames
fall
into
one
of
these
three
categories:
Richard
Lemarchand
45
A4en5on,
Not
Immersion
7th
March
2012
This
list
seemed
like
a
pre4y
good
star5ng
point,
but
it
was
going
to
change,
the
more
I
thought
about
it.
Richard
Lemarchand
46
A4en5on,
Not
Immersion
7th
March
2012
Let’s
begin
with
beauty.
The
simplest
thing
I
could
think
of
that
gets
my
a4en5on
in
videogames
is
great
art.
You
can
talk
about
beauty
in
terms
of
symmetry,
coherence,
harmony
and
ideal
forms.
Richard
Lemarchand
47
A4en5on,
Not
Immersion
7th
March
2012
You
can
also
express
it
with
logic
and
number:
we
know
about
complementarity
of
color,
the
Golden
Ra5o
and
the
Fibonacci
sequence.
Richard
Lemarchand
48
A4en5on,
Not
Immersion
7th
March
2012
But
when
I
thought
about
it
some
more,
beauty
didn’t
seem
to
be
quite
the
right
word.
Not
everything
that
gets
our
a4en5on
like
this
is
tradi5onally
beau5ful:
think
of
the
striking
work
of
H.
R.
Giger,
or
how
much
of
the
art
we
love
is
cute
or
zany.
So
I
thought
that
maybe
a
be4er
word
than
beauty
was
aesthe5cs.
That
way
we
can
include
a
wider
range
of
tastes
and
philosophical
ideas.
Richard
Lemarchand
49
A4en5on,
Not
Immersion
7th
March
2012
But
then
I
started
looking
for
a
way
to
describe
this
in
even
more
general
terms,
by
talking
about
something
that
draws
a4en5on
to
itself
by
virtue
of
its
difference
from
those
things
around
it.
So
I
decided
to
think
like
a
graphic
or
interface
designer
and
call
this
‘contrast’.
That
way,
this
category
can
include
anything
in
our
sensory
field
that
leaps
out
at
us,
that
grabs
our
reflexive
a4en5on
in
a
way
that
is
useful
to
our
execu5ve
a4en5on.
Things
in
this
first
category,
‘beauty
–
aesthe5cs
–
contrast’,
easily
get
our
a4en5on.
They
grab
our
a4en5on
quite
powerfully,
in
ways
that
we
don’t
have
much
resistance
to.
However,
these
kinds
of
things
don’t
hold
our
a4en5on
for
that
long;
think
about
the
way
that
people
only
spend
an
average
of
30
seconds
looking
at
even
the
most
famous
pain5ngs
in
the
world.
We
easily
5re
of
the
contrast
in
a
scene,
and
our
a4en5on
needs
to
move
on
to
something
else.
Richard
Lemarchand
50
A4en5on,
Not
Immersion
7th
March
2012
Of
course,
story
is
a
hot-‐bu4on
topic
for
game
developers.
My
hope
is
that
if
we
talk
about
it
in
terms
of
a4en5on,
we
can
make
it
less
loaded.
Richard
Lemarchand
51
A4en5on,
Not
Immersion
7th
March
2012
Story
and
games
are
almost
certainly
oldest
human
cultural
tradi5ons,
and
both
demand
and
occupy
a4en5on.
Think
about
an
early
human
shaman
holding
his
village
entranced
around
a
fire
with
his
tales
of
the
gods
and
the
birth
of
the
universe.
Richard
Lemarchand
52
A4en5on,
Not
Immersion
7th
March
2012
However,
unlike
the
linear
story
that’s
woven
into
the
playful
space
of
Uncharted,
not
many
videogames
have
a
story
in
a
tradi5onal
sense,
so
I
pre4y
quickly
changed
this
sec5on
to
‘narra5ve’,
to
encompass
many
different
kinds
of
games,
from
Rock
Star’s
brilliant
systemic
narra5ves
to
Daniel
Benmergui’s
new
game,
Storyteller.
Richard
Lemarchand
53
A4en5on,
Not
Immersion
7th
March
2012
Even
the
fact
that
a
rook
is
shaped
like
a
castle,
and
a
knight
is
shaped
like
a
horse,
is
narra5ve.
Richard
Lemarchand
54
A4en5on,
Not
Immersion
7th
March
2012
But
to
generalize
even
more
broadly,
this
is
all
to
do
with
social
stuff.
A
2007
study
at
Florida
State
University
showed
that
we
exhibit
‘a4en5onal
adhesion’
not
only
towards
people
that
we’re
a4racted
to,
but
also
towards
people
that
we
perceive
as
rivals
for
their
affec5ons.
Suddenly,
it
seems
scien5fically
comprehensible,
the
interest
that
we
all,
men
and
women,
gay
and
straight
alike,
have
in
the
a4rac5ve,
noble,
craJy
cast
of…
Richard
Lemarchand
55
A4en5on,
Not
Immersion
7th
March
2012
…Downton Abbey.
Opening
the
door
to
the
social
in
this
way
will
also
let
us
talk
about
how
social
games
of
all
kinds
hold
our
a4en5on…
Richard
Lemarchand
56
A4en5on,
Not
Immersion
7th
March
2012
…whether
it’s
a
split-‐screen
co-‐op
game
of
Uncharted
3,
or
the
social
aspects
of
Facebook
games.
Richard
Lemarchand
57
A4en5on,
Not
Immersion
7th
March
2012
Professor
Janet
Murray,
author
of
Hamlet
on
the
Holodeck,
has
run
with
the
idea
of
‘joint
a4en5on’
in
the
direc5on
of
games
–
you
should
check
out
her
work.
One
paper
in
which
Professor
Murray
of
the
Georgia
Ins5tute
of
Technology
discusses
joint
a4en5on
is:
Toward
a
Cultural
Theory
of
Gaming:
Digital
Games
and
the
Co-‐Evolu5on
of
Media,
Mind,
and
Culture
www.lcc.gatech.edu/~murray/PC0403_Murray.pdf
Richard
Lemarchand
58
A4en5on,
Not
Immersion
7th
March
2012
Thinking
about
the
social
also
made
me
think
that
this
is
why
we’ve
had
so
much
success
with
the
character-‐driven
stories
in
the
Uncharted
series.
By
puqng
a
focus
on
the
people
in
the
game,
their
fears
and
hopes,
and
the
moment-‐
to-‐moment
nuances
of
the
rela5onships
between
them,
we’ve
been
able
to
get
and
hold
people’s
a4en5on
much
more
easily
than
by
trying
to
use
more
abstract,
plot-‐
driven
stories
that
focus
on
the
power
structures
or
the
history
of
a
fic5onal
world.
Richard
Lemarchand
59
A4en5on,
Not
Immersion
7th
March
2012
Now,
I
think
it’s
averagely
tough
to
get
someone’s
a4en5on
with
this
‘story
–
narra5ve
–
social’
stuff.
Screenwri5ng
books
like
Blake
Snyder’s
Save
the
Cat
are
full
of
advice
about
the
challenging
task
of
quickly
establishing
characters
that
are
likable
or
empathic,
so
that
we’ll
want
to
follow
them
along
their
path.
I
think
that
narra5ve
also
has
an
averagely
strong
hold
on
people’s
a4en5on,
and
in
a
way
that
is
curious
because
it
doesn’t
decay
very
quickly
over
5me.
Richard
Lemarchand
60
A4en5on,
Not
Immersion
7th
March
2012
Episodic
fic5on,
where
we
might
have
to
wait
days
or
even
weeks
between
chunks
of
story,
is
a
testament
to
that.
There’s
an
anecdote
about
people
in
the
1800s
lining
the
docks
in
New
York
City,
wai5ng
for
the
latest
episode
of
Charles
Dickens’
serialized
story,
The
Old
Curiosity
Shop,
to
come
in
on
the
boat
aJer
a
par5cularly
spectacular
clivanger.
Richard
Lemarchand
61
A4en5on,
Not
Immersion
7th
March
2012
Games
are
made
of
several
parts.
They
have
rules
–
their
mechanics
–
that
interact
in
a
systemic
way
with
players
and
resources
to
produce
dynamics,
which
in
turn
yield
emo5onal
responses
–
aesthe5cs
–
for
the
players.
You’ll
recognize
this
as
the
‘MDA’
model
proposed
by
Robin
Hunicke,
Marc
LeBlanc
and
Robert
Zubek
–
if
you
haven’t
read
their
paper
about
MDA,
you
should
definitely
look
it
up
on
the
web.
It
acts
as
a
great,
concise
explana5on
of
how
gameplay
works
to
hold
our
a4en5on
and
impact
our
emo5ons.
www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
Richard
Lemarchand
62
A4en5on,
Not
Immersion
7th
March
2012
The
philosopher
Bernard
Suits
defines
a
game
as
the
voluntary
a4empt
to
overcome
unnecessary
obstacles
in
pursuit
of
specific
goals.
Goals
are
what
make
a
game
different
from
a
toy
or
a
free-‐play
session.
We
work
towards
long-‐term
goals
by
means
of
a4ainable
short-‐term
goals
that
we
put
together
strategically
to
get
there,
like
“roll
the
dice”
or
“shoot
the
enemy”,
or
even
as
simple
as
“take
cover”.
These
build
into
compulsion
loops
by
way
of
leqng
us
reach
sa5sfying
points
of
resolu5on
–
the
end
of
my
turn,
the
dropping
of
the
enemy…
Richard
Lemarchand
63
A4en5on,
Not
Immersion
7th
March
2012
…or
the
collapsing
of
three
clumps
of
grass
into
a
bush
in
Spry
Fox’s
brilliant
Triple
Town.
We
string
these
loops
and
goals
together
into
a
gameplay
experience
of
many
hours.
This
is
also
related
to
Jaime
Griesemer’s
famous
concep5on
of
the
‘thirty
seconds
of
fun’
in
Halo
–
where
an
underlying
pa4ern
of
player
ac5vity
is
repeated,
with
con5nual
varia5on,
to
create
the
long-‐term
enjoyment
of
the
game.
Richard
Lemarchand
64
A4en5on,
Not
Immersion
7th
March
2012
But
there’s
a
problem
with
calling
this
category
‘gameplay’:
not
all
the
videogames
we
love
even
have
goals,
and
so
by
our
best
defini5ons
they’re
not
very
gamelike,
strictly
speaking.
MinecraO,
before
the
single
player
game
came
along
at
least,
and
SimCity
are
two
videogames
that
are
very
open-‐ended,
but
which
I’ve
played
compulsively
for
dozens,
maybe
hundreds
of
hours;
they
are
clearly
doing
something
right
to
hold
my
a4en5on,
but
quite
how
they’re
doing
it
has
always
been
something
of
a
mystery
to
me.
Richard
Lemarchand
65
A4en5on,
Not
Immersion
7th
March
2012
So
I
almost
changed
this
category
to
‘interac5vity’,
but
let’s
call
it
‘ludism’
instead,
like
‘ludic’,
from
the
La5n
‘ludus’,
which
describes
play
of
all
kinds,
not
just
games,
and
which
acknowledges
the
playful
aqtude
at
work
here.
Richard
Lemarchand
66
A4en5on,
Not
Immersion
7th
March
2012
I
think
that
when
the
human
mind
finds
a
system,
it
loves
to
study
it,
if
the
moving
parts
of
the
system
are
easily
visible
to
us.
Chris
Burden’s
art
installa5on
Metropolis
II,
which
I
recently
saw
at
the
LA
County
Museum
of
Art,
is
a
system
whose
dynamics
are
plain
to
see,
and
it’s
fascina5ng.
Those
are
all
Hot
Wheels
cars.
You can see a short film about Metropolis II on YouTube, here:
www.youtube.com/watch?v=llacDdn5yIE
We
come
for
the
regular
structure
and
repe55on
in
the
system,
which
gives
our
minds
something
to
grasp
quickly
-‐
like
the
way
that
waves
lap
into
the
shore…
Richard
Lemarchand
67
A4en5on,
Not
Immersion
7th
March
2012
…or
the
self-‐similarity
of
this
Romanesco
broccoli
-‐
but
then
we
stay
for
the
variability
in
the
system
-‐
the
ever-‐changing
pa4erns
in
the
flickering
flames
of
a
fire,
or
the
variable
schedule
of
reinforcement
in
the
payout
of
a
slot
machine.
So to make things even more inclusive, I’ll also call this category ‘systems’.
Richard
Lemarchand
68
A4en5on,
Not
Immersion
7th
March
2012
When
a
system
of
rules,
resources,
interac5ons
and
goals
are
well
designed,
gameplay
is
like
mental
catnip
to
us.
I
think
that
this
gameplay
–
ludism
–
systems
category
is
the
hardest
to
get
a
player’s
a4en5on
with;
for
example
it
can
be
tough
to
teach
a
board
game
to
someone
who
hasn’t
played
it
before
and
isn’t
that
interested,
and
we
have
to
work
very
hard
to
design
videogame
opening
sequences,
like
the
beginning
of
Uncharted
2,
which
grab
new
players’
a4en5on
quickly.
Simple
mechanics
probably
get
your
a4en5on
more
quickly,
since
they’re
easier
to
understand.
But
as
Jason
Rohrer
pointed
out
in
his
keynote
at
the
Montreal
Interna5onal
Game
Summit
last
year:
games
are
clearly
the
form
that
is
best
at
keeping
people’s
a4en5on.
While
a
film
struggles
to
keep
you
for
longer
than
three
hours,
tops,
a
great
videogame
can
hold
your
a4en5on
for
dozens,
hundreds,
even
thousands
of
hours.
This
is
also
where
the
depth
of
a
game
becomes
important.
Game
depth
is
a
li4le
hard
to
define,
but
let’s
say
a
deep
game
is
one
that
produces
a
large
number
of
interes5ng
choices
in
a
comprehensible
way
from
a
compact,
elegant
set
of
rules.
The
deeper
the
game,
the
greater
the
opportunity
it
has
to
hold
your
a4en5on
for
a
long
5me
with
its
gameplay
alone.
It’s
probably
true
to
say
that
a
game
holds
your
a4en5on
best
when
you
feel
that
you
haven’t
completely
understood
its
complexity.
Thanks
to
my
colleague
Kaitlyn
Burnell
for
that
insight
–
check
out
her
talk
on
Friday.
Richard
Lemarchand
69
A4en5on,
Not
Immersion
7th
March
2012
I
hope
you’re
somewhat
agreeing
with
me
by
now,
that
we
can
cut
through
the
confusion
about
what
‘immersion’
and
‘engagement’
mean
simply
by
saying:
good
videogames
get
and
hold
our
a4en5on,
using
a
mix
of
the
elements
in
these
three
categories.
Also,
you
can
start
to
see
how
we
could
freely
mix
and
match
stuff
from
these
categories
to
make
different
styles
and
genres
of
game,
drawing
on
them
to
serve
each
of
our
unique,
individual
crea5ve
goals.
We
can
also
keep
them
in
mind
to
use
them
when
we
need
them.
Just
when
we’re
losing
the
player’s
a4en5on
with
one
category,
we
could
pull
them
back
in
by
deploying
another.
A
very
simple
example
of
this
would
be
the
way
that
we
vary
the
graphics
and
add
new
mechanics
into
the
mix
as
a
game
progresses.
Richard
Lemarchand
70
A4en5on,
Not
Immersion
7th
March
2012
We
oJen
get
into
difficult
arguments,
when
we
try
to
compare
videogames
to
other
forms
like
the
movies.
By
using
this
concept
of
a4en5on
to
look
at
other
forms,
I
hope
we
can
get
a
clearer
idea
of
what
videogames
are
and
aren’t
like.
This
framework
cuts
us
loose
from
subjec5ve,
ideological
evalua5ons
of
the
value
of
different
forms
and
leaves
us
free
to
evaluate
what
does
and
doesn't
work:
func5onally
and
ar5s5cally
Whether
we’re
discussing
games,
film,
sports,
or
even
just
some
drunkard
falling
over
at
a
party,
the
kinds
of
statements
we
can
now
make
are
simple
and
to
the
point,
and
we
can
more
easily
draw
out
the
ways
in
which
each
of
these
things
are
similar
to,
and
different
from
one
another.
Richard
Lemarchand
71
A4en5on,
Not
Immersion
7th
March
2012
As
we
learned
from
Colin
Northway
and
the
StarCraO
players:
human
a4en5on
is
a
limited
resource
–
there’s
only
so
much
of
it,
and
there’s
a
cap
on
the
rate
at
which
it
can
be
parceled
out.
It
diminishes
and
recharges
over
5me.
But
you
can
improve
your
a4en5ve
capacity.
In
fact,
the
games
we
make
are
helping
people
to
do
just
that.
Ongoing
research
from
Daphne
Bavelier’s
group
at
the
University
of
Rochester
shows
that
people
who
play
ac5on
videogames
have
be4er,
faster
visual
a4en5on
skills
than
people
who
don’t.
psych.wisc.edu/CSGreen/csg_nature_03.pdf
www.bcs.rochester.edu/people/daphne/VisionPDF/hubertwallander.pdf
Richard
Lemarchand
72
A4en5on,
Not
Immersion
7th
March
2012
Since
a4en5on
is
a
resource,
you’d
think
that
it
would
be
great
subject
ma4er
for
videogames.
There
haven’t
been
that
many
games
that
are
explicitly
about
a4en5on
–
you
can
find
some
very
simple
a4en5on-‐training
games
on
the
web
–
but
there
are
a
couple
of
interes5ng
ones
that
I’m
aware
of:
Eric
Zimmerman
and
the
team
at
Gamelab
made
a
game
a
few
years
ago
called
Arcadia,
where
you
had
to
play
mul5ple
ac5on
games
at
once…
Richard
Lemarchand
73
A4en5on,
Not
Immersion
7th
March
2012
…and
Chris
Hecker’s
game
Spy
Party
is
all
about
using
the
player’s
a4en5on
as
a
resource
that
they
have
to
manage.
In
fact,
I’d
like
to
claim
that
a4en5on
is
the
basic
currency
in
which
videogames
trade,
and
in
which
nearly
every
other
cultural
form
trades,
too.
Richard
Lemarchand
74
A4en5on,
Not
Immersion
7th
March
2012
I
really
wanted
to
talk
about
game
addic5on
today,
which
is
a
difficult,
polarizing
but
interes5ng
subject,
and
I
can’t
help
but
feel
that
we
should
talk
about
it
more
as
a
community
of
game
designers.
I
kept
coming
back
to
it
when
I
was
wri5ng
this
talk,
because
of
the
rela5onship
between
game
addic5on
and
a4en5on.
Addic5ve
games
pull
your
a4en5on
back
to
them
over
and
over
again,
and
then
hold
it
for
a
long
5me.
Games
that
cause
people
addic5on-‐related
problems
in
their
lives
are
perhaps
too
good
at
geqng
and
holding
that
par5cular
person’s
a4en5on.
Unfortunately,
it
would
take
more
than
an
hour
to
do
this
subject
jus5ce,
but
I
hope
that
someone
at
another
GDC
can
come
back
to
this
subject
and
run
with
it.
Richard
Lemarchand
75
A4en5on,
Not
Immersion
7th
March
2012
So
the
player
has
all
this
a4en5on,
which
they’re
bringing
to
bear
on
our
games.
How
is
that
prac5cally
relevant
for
game
designers?
I
don’t
have
5me
to
speak
to
every
kind
of
game,
so
I’ll
tell
you
about
our
experiences
from
the
development
of
Uncharted.
OJen
in
our
games,
we
want
to
direct
the
player’s
visual
a4en5on
to
an
aspect
of
the
environment
–
a
ladder,
a
door,
an
enemy,
or
even
a
simple
ledge.
There
are
lots
of
things
that
impact
the
visibility
of
things
in
an
environment:
the
silhoue4e
of
an
object,
the
background
that
it’s
against,
its
hue,
satura5on
and
value,
all
of
which
are
affected
by
the
ligh5ng
of
the
scene.
Then
there’s
the
composi5on
of
the
view
of
the
scene
and
the
lines
and
shapes
within
it,
the
density
of
detail
and
any
anima5on
that
it
contains.
If
even
one
of
these
things
is
out
of
whack,
the
player
won’t
see
what
we
need
them
to
see.
Every
Uncharted
game
has
presented
literally
thousands
of
these
kinds
of
challenges
for
us
to
overcome.
Richard
Lemarchand
76
A4en5on,
Not
Immersion
7th
March
2012
There
are
a
couple
of
simple
5ps
to
know
about
here.
We’ve
found
that
players
rarely
look
outside
the
central
part
of
the
screen
unless
it’s
to
look
at
meta-‐informa5on
like
the
HUD,
and
that
causes
them
to
miss
things
that
might
be
in
plain
sight,
but
that
are
out
in
a
corner.
Also,
players
are
more
a4en5ve
to
things
in
the
lower
half
of
the
screen
than
the
upper
half,
because
of
something
called
‘visual
gravity’.
Richard
Lemarchand
77
A4en5on,
Not
Immersion
7th
March
2012
Bruce
Block
talks
about
these
elements
and
many
more
in
his
excellent
book,
The
Visual
Story,
which
should
be
required
reading
for
every
videogame
developer,
and
I
also
like
this
book,
Composi6on
from
the
great
DK
Eyewitness
Art
series,
for
some
simple
5ps
about
the
way
that
‘lines
of
force’
in
a
composi5on
drive
your
eye
around
a
scene.
The
takeaway
for
game
designers
here
is
that
subtle
details
in
the
art
of
your
game
don’t
just
make
it
more
or
less
pre4y:
they
make
it
possible
for
the
player
to
play
your
game,
at
all.
Richard
Lemarchand
78
A4en5on,
Not
Immersion
7th
March
2012
Robin
Hunicke,
who
works
at
thatgamecompany,
told
me
that
working
on
Journey
they
created
a
new
term
for
this:
they
called
it
‘a4en5onal
design’,
and
you
can
see
it
at
work
in
the
opening
moments
of
their
game.
The
way
that
the
player’s
a4en5on
is
drawn
first
to
the
character
that
they
will
play,
by
the
character’s
isola5on
in
the
frame,
the
sugges5on
that
the
character
is
now
controllable,
because
it
has
risen
to
its
feet.
The
establishment
of
first
the
hill
as
a
short-‐term
goal
for
the
player,
through
the
use
of
a4en5on-‐grabbing
detail
and
anima5on,
and
then
the
mountain
as
a
long-‐term
goal
for
the
player,
by
a
change
in
camera
posi5on
that
frames
the
composi5on
in
such
an
impactul
way:
all
these
are
subtle
ways
of
designing
to
direct
the
player’s
a4en5on
towards
the
mechanics
and
goals
of
the
game.
Robin
told
me
that
even
these
simple-‐seeming
things
took
many
hours
of
work
to
accomplish,
and
I
know
from
our
work
on
the
Uncharted
series
just
how
hard
we
have
to
work
to
direct
the
player’s
visual
a4en5on
in
subtle
ways
like
this.
Richard
Lemarchand
79
A4en5on,
Not
Immersion
7th
March
2012
Now
Visual
A4en5on
is
a
lot
weirder
than
you
might
think.
We
can
only
see
a
clear,
sharp
image
with
a
5ny
part
of
our
re5nas
–
something
called
the
fovea.
It’s
right
in
the
middle
of
the
re5na,
it’s
about
a
millimeter
across,
and
it’s
responsible
for
a
full
half
of
the
signals
that
travel
down
your
op5c
nerve.
If
you
hold
your
arm
out
at
arm’s
length
and
look
at
your
thumb,
then
the
width
of
your
thumb
is
about
the
size
of
this
5ny
piece
of
visual
acuity
you
have.
Richard
Lemarchand
80
A4en5on,
Not
Immersion
7th
March
2012
Because
of
this,
we
can’t
look
at
a
scene
in
fixed
steadiness,
the
way
some
other
animals
like
birds
do.
Instead,
we
build
up
a
3D
picture
of
the
world
by
zooming
our
eyes
around
it
with
quick,
simultaneous
movements
called
saccades,
punctuated
by
periods
of
rest
called
fixa5ons.
Saccades
are
actually
the
fastest
movements
that
the
human
body
can
make,
and
we
tend
to
fixate
on
clusters
of
detail,
explaining
a
lot
of
the
stuff
that’s
in
the
Eyewitness
Art
Composi6on
book.
You
can
see
psychologist
Jiří
Lukavský‘s
“Fovea5on
Movie”
which
explains
this
phenomenon,
here:
www.jirilukavsky.info/foveation-movie
Richard
Lemarchand
81
A4en5on,
Not
Immersion
7th
March
2012
So
knowing
this,
you’d
think
we
would
want
to
set
up
eye
tracking
equipment
to
be
able
to
see
exactly
what
our
players
are
fixa5ng
on.
And
boy,
would
I
like
to.
I’ve
always
been
fascinated
by
the
kind
of
technology
that
can
be
used
to
see
exactly
where
on
a
screen
someone
is
looking,
and
I’m
itching
to
get
my
hands
on
some
eye-‐
tracking
kit,
but
it’s
not
something
we’ve
done
at
Naughty
Dog.
Richard
Lemarchand
82
A4en5on,
Not
Immersion
7th
March
2012
Valve
have
had
some
experience
using
eye
tracking
as
part
of
their
playtes5ng
process
-‐
in
fact,
they
even
rigged
Portal
2
so
that
you
could
play
it
using
your
gaze
to
aim
the
Portal
Gun
around
the
level.
This
kind
of
technology
is
an
amazing
boon
for
paralyzed
people,
of
course,
and
we’ll
be
seeing
a
lot
more
of
it
in
the
future.
It’ll
become
cheaper
and
more
usable,
and
I
think
that
eye-‐tracking
technology
could
well
become
standard
equipment
for
game
developers,
and
maybe
even
game
audiences,
over
the
next
ten
years.
Richard
Lemarchand
83
A4en5on,
Not
Immersion
7th
March
2012
However,
right
now,
eye-‐tracking
technology
is
s5ll
very
expensive
–
around
ten
thousand
dollars
a
seat,
I
believe.
And
even
if
you
could
afford
eye
tracking,
it
might
not
be
desirable.
In
his
excellent
talk
at
GDC
in
2009,
Valve’s
biometrics
expert
Mike
Ambinder
men5oned
a
study
that
showed
that,
when
people
know
that
their
eyes
are
being
tracked,
they
move
them
around
somewhat
differently.
So
how
else
can
we
keep
track
of
the
player’s
visual
a4en5on,
to
make
sure
that
the
a4en5onal
design
techniques
that
we’re
trying
to
use
are
working?
Well,
of
course
we
study
our
player’s
a4en5on
all
the
5me,
when
we’re
using
one
of
our
most
important
game
design
tools:
namely,
playtes5ng.
Richard
Lemarchand
84
A4en5on,
Not
Immersion
7th
March
2012
I’m
sure
everyone
here
knows
about
the
importance
of
playtes5ng,
although
you’d
be
surprised
to
hear
how
many
game
developers
s5ll
make
do
without
it.
We
playtest
our
games
all
the
5me
on
each
other,
as
we’re
developing
them,
of
course.
Richard
Lemarchand
85
A4en5on,
Not
Immersion
7th
March
2012
But
the
kind
of
playtest
I’m
talking
about
now
is
formal
playtes5ng,
with
groups
of
ten
“Kleenex”
playtesters
from
the
general
public
who
have
never
seen
our
game
before,
and
who
we’ll
only
use
to
test
it
once.
Richard
Lemarchand
86
A4en5on,
Not
Immersion
7th
March
2012
When
I
joined
Naughty
Dog,
to
help
finish
Jak
3,
we
ran
perhaps
four
or
five
playtests.
For
Uncharted
3,
we
ran
twenty-‐one
tests
over
the
course
of
the
last
six
months
of
development.
Richard
Lemarchand
87
A4en5on,
Not
Immersion
7th
March
2012
We
run
these
tests
in-‐house,
in
a
dedicated
playtest
room.
Each
playtester’s
sta5on
has
a
networked
PlaySta5on
3
with
the
build
of
the
game
we’re
tes5ng,
headphones
and
a
networked
DVR
box
that
will
capture
video
of
the
game
to
our
network
as
they
play
it.
Screens
separate
the
sta5ons
from
each
other,
so
that
the
players
can’t
see
each
other’s
games,
even
accidentally,
and
we
ask
them
not
to
talk
during
the
playtest.
Richard
Lemarchand
88
A4en5on,
Not
Immersion
7th
March
2012
Because
we
want
to
be
as
scien5fic
as
possible,
we’re
ruthless
about
not
giving
them
any
help
with
what
they’re
playing.
As
the
players
play,
the
game
records
certain
informa5on
about
the
gameplay
session
and
posts
it
to
a
database
on
our
network
-‐
we
call
this
our
‘metric
data’.
Richard
Lemarchand
89
A4en5on,
Not
Immersion
7th
March
2012
At
the
end
of
the
playtest,
we
get
the
playtesters
to
fill
out
a
ques5onnaire
about
their
experience,
and
conduct
an
exit
interview,
which
we
record.
These
are
useful
to
help
track
the
improvement
in
the
players’
percep5ons
of
the
game
from
test
to
test.
We
always
see
a
slow,
gradual
improvement,
which
helps
us
stay
sane
in
the
knowledge
that
the
game
is
geqng
be4er,
and
we
also
get
some
interes5ng,
if
anecdotal,
game
design
perspec5ves
from
the
exit
interview.
Richard
Lemarchand
90
A4en5on,
Not
Immersion
7th
March
2012
Immediately
aJer
the
playtest,
we
take
a
look
at
the
metric
data,
which
lets
us
visualize
how
playable
the
game
is.
One
way
we
do
this
is
by
compiling
a
table
of
how
many
5mes
the
players
died
in
each
small
chunk
of
the
game,
using
the
condi5onal
formaqng
in
Excel
to
see
when
the
average
and
maximum
deaths
for
each
bit
of
game
exceed
certain
thresholds.
This is very useful for aler5ng us to the parts of our game that are s5ll too hard.
Richard
Lemarchand
91
A4en5on,
Not
Immersion
7th
March
2012
But
back
to
a4en5on.
One
way
that
we
can
track
our
players’
a4en5on
without
expensive
equipment
is
ridiculously
simple:
it’s
just
by
watching
them
play
–
or
by
watching
their
gameplay
videos
later.
In
a
game
like
ours,
it’s
easy
to
see
when
someone
isn’t
seeing
something,
or
has
forgo4en
their
goal.
When
players
repeatedly
run
right
past
the
object
they’re
meant
to
be
interac5ng
with,
it’s
a
pre4y
sure
sign
that
they
can’t
see
it.
If
they
go
up
to
it
from
5me
to
5me
and
try
to
use
it,
but
then
leave
it
alone
for
a
long
5me,
you
know
they
can
see
it
but
they
don’t
think
it’s
important.
We
make
notes
about
these
situa5ons
as
we
see
them
arise,
make
fixes
between
playtests,
and
then
watch
out
for
improvements
in
the
next
test.
Just
by
doing
this,
you
can
make
an
amazing
difference
to
the
way
your
players’
a4en5on
moves
over
the
sensory
surface
of
your
game,
and
you
can
seriously
improve
the
amount
of
fun
that
players
have
with
it.
Richard
Lemarchand
92
A4en5on,
Not
Immersion
7th
March
2012
But
what
about
tougher
problems,
where
the
player’s
a4en5on
isn’t
so
easy
to
observe?
Well,
you
can
use
your
metric
data
in
some
clever
ways,
to
get
a
handle
on
these
kinds
of
issues.
The
environments
in
Uncharted
are
visually
very
dense
–
thanks
to
our
brilliant
ar5sts,
there’s
a
lot
going
on
in
the
picture
of
any
random
Uncharted
screen
shot.
Like
we
were
just
discussing,
it’s
easy
for
things
that
are
important
to
gameplay
to
get
lost
among
all
that
visual
informa5on.
Richard
Lemarchand
93
A4en5on,
Not
Immersion
7th
March
2012
Because
of
this,
we
faced
a
nasty
recurring
problem
in
the
Uncharted
games,
one
that
dated
all
the
way
back
to
the
beginning
of
the
series.
We
found
that
players
would
oJen
have
a
difficult
5me
spoqng
the
edge
grabs
in
the
environments.
This
was
usually
a
disaster
for
us,
because
it
would
stop
them
climbing
onwards
to
the
next
part
of
the
game.
The
problem
was
compounded
by
the
fact
that
players
would
also
get
distracted
by
things
that
looked
like
they
were
climbable,
but
weren’t.
Richard
Lemarchand
94
A4en5on,
Not
Immersion
7th
March
2012
The
solu5on
to
this
problem
was
quite
brilliant,
and
it
came
from
these
three
handsome
men:
Lead
Technical
Ar5st
Teagan
Morrison,
Lead
Gameplay
Programmer
Travis
McIntosh
and
Gameplay
Programmer
Jaros
Sinecky.
Richard
Lemarchand
95
A4en5on,
Not
Immersion
7th
March
2012
What
we
did
was
to
set
up
a
system
that
we
only
used
during
playtests,
that
would
record
an
XYZ
coordinate
every
5me
the
player
pressed
the
jump
bu4on
and
didn’t
end
up
jumping
up
to
a
ledge,
but
instead
jumped
up
and
down
on
the
spot.
We
wrote
those
coordinates
to
the
metrics
database
on
our
network,
and
then
when
the
playtest
was
complete,
exported
this
data
back
into
the
game
and
put
a
li4le
red
sphere
where
every
thwarted
jump
had
taken
place
for
every
player
in
the
test.
We
called
this
our
‘bad
jumps’
system.
You
could
immediately
see
the
bad
jumps
clustered
beneath
objects
that
looked
like
edge
grabs,
but
weren’t,
and
they
told
us
what
we
needed
to
fix.
Richard
Lemarchand
96
A4en5on,
Not
Immersion
7th
March
2012
In
the
days
aJer
each
playtest,
the
environment
ar5sts
would
go
through
their
levels
with
the
‘bad
jumps’
turned
on,
changing
the
artwork
of
the
things
that
our
playtesters
thought
had
grabbable
edges,
to
make
them
look
less
grabbable.
We
were
able
to
make
a
huge
difference
to
the
game
by
doing
this,
and
we
were
really
sa5sfied
by
the
results
that
we
got
from
seqng
up
just
this
simple
system.
Richard
Lemarchand
97
A4en5on,
Not
Immersion
7th
March
2012
We
invented
some
other
similar
a4en5on-‐tracking
metrics
for
Uncharted
3.
How
oJen
did
players
pick
up
a
new
gun,
hold
at
it
for
a
moment,
and
then
drop
it
again
in
favor
of
their
old
gun?
That
was
easy
to
record
in
our
metric
data.
So
was
the
data
you
can
see
here:
the
number
of
successful
and
failed
a4empts
that
players
made
to
throw
back
grenades,
instead
of
ignoring
the
throw-‐back
mechanic.
This
technique
seems
like
it
could
be
applied
to
widely
different
kinds
of
games,
too
-‐
I’m
sure
you
can
imagine
them
for
whatever
style
of
game
you’re
working
on,
depending
on
its
mechanics.
Richard
Lemarchand
98
A4en5on,
Not
Immersion
7th
March
2012
Before
I
wrap
up
this
sec5on,
I
want
to
assure
you
about
something
that
always
bothers
me
whenever
I
hear
a
talk
about
the
psychological
predictability
of
human
beings,
and
the
way
that
we
can
use
numerical
measurements
taken
from
our
players
to
make
decisions
about
the
crea5ve
path
that
we
should
take
with
our
games.
These
are
tools,
like
any
other,
and
just
like
a
knife,
they
can
be
used
to
peel
a
delicious
apple,
or
commit
a
horrible
murder.
It’s
oJen
good
to
be
scien5fic
in
a
technical
art
like
ours,
but
you
shouldn’t
go
any
further
with
these
techniques
than
your
gut
ins5ncts
as
a
designer
and
as
a
crea5ve
person
tell
you
that
you
should
go.
What
you’re
trying
to
do
is
to
make
sure
that
your
game
is
landing
with
players
in
the
way
that
you
intend
it
to
land.
You’re
trying
to
get
rid
of
the
stupid
oversights
that
stop
your
game
from
being
fun
and
interes5ng,
while
leaving
in
enough
chewy
stuff
that
players
want
to
sink
their
teeth
in
to
your
game,
over
and
over
again.
This
also
applies
to
my
whole
invoca5on
of
the
concept
of
a4en5on.
I’m
not
trying
to
be
reduc5ve,
and
explain
things
away
in
terms
of
psychology
and
brain
science:
that
would
be
a
mistake.
This
is
just
one
more
lens
that
we
can
use
to
look
at
what
we’re
doing
when
we’re
designing
a
game.
Richard
Lemarchand
99
A4en5on,
Not
Immersion
7th
March
2012
So
now
let’s
get
to
the
topic
I
want
to
close
on:
the
subject
of
‘experien5al’
videogames,
what
they
have
to
do
with
a4en5on,
and
why
I
think
they’re
important.
I’m
sure
that
some
of
you
have
been
wondering
why
I
haven’t
yet
men5oned
a
concept
that
seems
obviously
connected
to
a4en5on
and
the
psychology
of
videogames.
I’m
talking
about
the
concept
of
‘flow’.
Flow
is,
of
course,
the
state
of
op5mal
experience
described
by
the
psychology
professor
Mike
Csikszentmihalyi,
and
it’s
been
much
discussed
here
at
GDC
over
the
years,
for
the
strong
5es
that
it
has
to
games.
When
we’re
in
a
flow
state,
our
a4en5on
is
held
and
is
very
highly
focused,
whether
we’re
doing
needlepoint,
speed-‐typing
or
playing
Triple
Town.
Our
a4en5on
is
right
where
it
needs
to
be:
on
the
subject
ma4er
we’re
engaged
with,
helping
us
handle
the
tasks
at
hand
while
our
vigilance
watches
out
for
incoming
tasks
that
we’re
going
to
have
to
deal
with.
We
lose
some
awareness
of
ourselves,
of
our
bodies
in
par5cular,
and
we
experience
strange
5me
distor5on
effects,
as
hours
seemingly
pass
in
minutes,
or
moments
stretch
out,
allowing
us
to
act
more
rapidly
than
we
otherwise
could.
When
we
are
in
a
flow
state,
we
are
riding
the
boundary
between
mastery
-‐
where
things
are
easy
-‐
and
challenge
-‐
where
our
abili5es
are
being
tested.
If
the
system’s
too
hard,
we’ll
get
frustrated,
if
it’s
too
easy,
we
lose
interest.
In
either
case,
we
drop
out
of
a
flow
state:
the
system
has
lost
our
a4en5on.
When
we
are
in
a
flow
state,
we
are
ac5ng
in
a
system
as
if
it
was
a
game,
manipula5ng
the
system
towards
certain
goals.
However,
we
wouldn’t
always
want
to
call
this
system
a
game
–
surgeons
are
oJen
used
as
example
cases
of
people
who
go
into
a
flow
state,
and
we
agreed
earlier
that
some
videogames
like
MinecraO
don’t
even
have
explicit
goals,
and
yet
millions
of
people,
myself
included,
go
straight
into
a
flow
state
when
they
pick
MinecraO
up.
In
trying
to
solve
the
puzzle
of
how
we
can
go
into
a
flow
state
in
non-‐game
systems,
I
finally
understood
how
MinecraO
holds
my
a4en5on
so
completely.
In
the
public
debate
about
gamifica5on,
we’ve
talked
a
lot
about
extrinsic
and
intrinsic
goals.
We
know
from
educa5onal
and
industrial
psychology,
going
all
the
way
back
to
the
1930s,
that
intrinsic
goals
are
be4er
mo5vators
than
extrinsic
goals.
It’s
the
playing
of
a
game
for
its
own
sake
that
holds
our
a4en5on,
not
the
promise
of
some
eventual
reward.
I
realized
that
I
create
my
own
intrinsic
goals
in
MinecraO,
and
that
is
what
puts
me
into
a
flow
state.
I
make
a
game
of
MinecraO,
by
imagining
a
back-‐story
where
I
need
to
stay
alive,
to
unlock
the
mysteries
of
my
uniquely-‐generated
world,
and
in
order
to
stay
alive,
I
have
to
engage
with
the
system
around
me,
exploring
the
environment,
and
using
it
to
make
the
tools
that
aid
me
in
my
quest.
The
goals
set
for
themselves
by
other
people
who
play
inside
the
system
that
is
MinecraO
might
be
quite
different,
like
building
a
scale
model
of
the
USS
Enterprise
or
a
working
16-‐bit
processor.
What’s
common
for
all
of
us
is
that
we’ve
had
a
profound
experience
of
a
flow
state
that
was
only
possible
because
of
the
goal-‐seqng
aqtude
that
we
brought
to
bear
on
an
open
system.
(At
GDC,
I
showed
a
por5on
of
the
movie
“Between
Two
Ci5es
[MinecraJ
7.5
km
Railroad]”,
uploaded
to
YouTube
by
NewEonOrchestra.)
www.youtube.com/watch?v=g-tSxazq2BA
This
is
what
the
Csikszentmihalyi
calls
‘the
Autotelic
Experience’
(from
the
La5n
auto
–
self,
and
telos
–
goal).
Autotelic
people
are
internally
driven,
and
exhibit
a
sense
of
purpose
and
curiosity.
Because
of
their
nature,
they’re
more
autonomous
and
independent,
and
less
easily
manipulated
with
threats
or
rewards.
They
love
to
explore
systems,
for
the
sake
of
the
exploring.
All
human
beings
are
autotelic,
to
some
extent,
but
our
genera5ons,
the
ones
that
have
grown
up
playing
videogames,
are
very
lucky,
because
we’ve
been
trained
to
be
more
autotelic
than
any
other
genera5on
of
humanity
before
us.
The
games
that
we’ve
played
have
cul5vated
our
curiosity,
our
independence
and
our
ability
to
manipulate
rich
systems
in
goal-‐seqng
ways.
I’m
sure
you
or
people
you
know
have
had
deep,
rich
play
experiences
in
Red
Dead
Redemp6on,
Far
Cry
2
and
Skyrim
without
following
the
main
storyline
of
the
game
at
all,
or
by
running
pacifist
play-‐throughs:
this
is
testament
to
the
power
of
the
autotelic
experience.
As
far
as
I
know,
Daniel
Benmergui
first
coined
the
term
‘experien5al
games’
on
his
blog
all
the
way
back
in
2007.
Broadly
speaking,
these
are
games
that
forgo
explicit
goals
and
tradi5onal
game
compulsion
loops
in
favor
of
systema5zed,
open-‐ended,
explora5ve
experiences,
oJen
in
pursuit
of
an
ar5s5c
impact.
Early
a4empts
at
these
kinds
of
games
and
interac5ve
art
experiences
frequently
struggled
to
hold
people’s
a4en5on
for
very
long,
compared
to
tradi5onal
videogames,
because
they
had
a
tendency
to
rely
on
aesthe5cs
and
narra5ve
–
the
categories
that
are
the
least
effec5ve
at
holding
our
a4en5on.
However,
as
game
aesthe5cs
and
narra5ve
elements
have
become
more
systemically
interes5ng,
new
opportuni5es
have
opened
up
for
experien5al
games
because
of
this
autotelic
drive
we
carry
round
with
us.
In
my
IndieCade
talk
last
year
I
described
the
way
that
Tale
of
Tales’
game
The
Graveyard…
…gave
me
the
confidence
to
push
through
the
experien5al
“Peaceful
Village”
sequence
in
Uncharted
2,
even
when
some
people
on
our
team
didn’t
think
it
was
going
to
be
a
success.
The
calm
beauty
of
the
scene,
and
the
pleasure
of
the
simple,
systemic
narra5ve
elements
we
sca4ered
through
it
held
people’s
a4en5on
for
just
long
enough
to
create
a
powerful
moment
at
an
important
point
in
the
game.
Players
who
were
curious
and
explora5ve
found
plenty
to
reward
their
curiosity.
Players
oriented
towards
the
ul5mate
goals
of
the
game
were
able
to
move
through
the
scene
quickly,
and
soaked
up
enough
of
the
calm
atmosphere
to
reset
the
intensity
of
the
game
in
prepara5on
for
the
its
final
act.
You can find my IndieCade talk online if you’re interested to hear more about this.
www.g4tv.com/videos/55682/indiecade-2011-keynote/
www.youtube.com/watch?v=ZPju14BmOLY
Videogames
are
special,
in
their
opportuni5es
for
non-‐linearity
of
meaning,
but
they’re
not
unique
in
this
regard.
Philosophers
have
thought
for
years
that
so-‐called
linear
ar5s5c
forms
offer
similar
opportuni5es.
In
his
1962
book,
The
Open
Work,
the
Italian
author
and
scholar
Umberto
Eco,
most
famous
for
his
novel,
The
Name
of
the
Rose,
argued
(and
I’m
quo5ng
from
Wikipedia
here,
rather
than
Eco
himself):
“…literary texts are fields of meaning, rather than strings of meaning (…)
“…they
are
understood
as
open,
internally
dynamic
and
psychologically
engaged
fields.
“Literature
which
limits
one's
poten5al
understanding
to
a
single,
unequivocal
line,
the
closed
text,
remains
the
least
rewarding,
while
texts
that
are
the
most
ac5ve
between
mind
and
society
and
life
(…)
are
the
most
lively
and
best”
en.wikipedia.org/wiki/Umberto_Eco
In other words: singularity of meaning is the enemy of art.
Great
art
in
all
of
its
forms
is
mul5plicitous,
systemic
and
can
have
many
meanings,
even
contradictory
ones,
which
is
why
the
same
piece
of
art
can
speak
to
us
in
different
ways
at
different
5mes
in
our
lives.
If
we
can
expect
to
find
new
things
each
5me
we
come
back
to
a
work,
then
that
in
itself
is
a
draw
for
our
a4en5on.
Amy
Hennig,
Naughty
Dog’s
Crea5ve
Director
and
head
writer
on
the
Uncharted
series,
talks
about
the
very
great
value
of
leaving
something
to
an
audience’s
imagina5on,
in
terms
of
the
storytelling
in
our
games,
so
that
the
individual
player
fills
in
the
details
for
themselves,
and
the
experience
of
the
game
truly
becomes
their
own,
even
before
they
have
taken
an
ac5on
in
our
interac5ve
system.
To put it another way, if linear games are well wri4en, they’re not truly linear.
We’re
learning
more
all
the
5me
about
how
to
devise
gameplay
that
expresses
a
broad
range
of
emo5on.
That’s
crucially
important
for
pushing
games
forward
as
an
ar5s5c
form,
as
Jonathan
Blow’s
Braid
demonstrated.
But
I
worry
that
we
have
a
tendency
to
over-‐focus
on
compulsion
loops
and
explicit
goals
in
the
games
we
make,
and
we
tend
to
look
past
the
emo5onal
value,
and
ar5s5c
value,
brought
to
a
game
by
things
like
nuanced
aesthe5cs,
the
narra5ve
and
the
social,
and
the
space
for
autotelic
self-‐determina5on
created
by
open
systems.
In
his
GDC
talk
last
year,
An
Apology
for
Roger
Ebert,
Brian
Moriarty
gave
us
the
defini5on,
“Sublime
art
is
the
s5ll
evoca5on
of
the
inexpressible.”
When
we’re
trying
to
make
games
that
succeed
ar5s5cally,
our
ul5mate
goal
is
to
evoke
ideas
and
emo5on
in
the
player
about
subjects
that
are
difficult
to
express.
But
as
Brian
suggested
in
his
talk,
and
as
Csikszentmihalyi
himself
says,
the
flow
state
we
enter
when
we’re
caught
up
in
the
formal
parts
of
a
game
is
almost
emo5onless,
as
an
essen5al
part
of
its
character.
Our
minds
are
just
too
busy
when
we’re
dealing
with
all
the
ra5onal
tasks
that
a
game
presents,
to
allow
in
the
subtlety
of
feeling
that
we’re
always
chasing
as
ar5sts.
But
I
see
room
for
both
the
flow
of
gameplay
and
reflec5ve
experience
in
our
games
if,
from
5me
to
5me
in
the
progression
of
a
game,
we
have
the
confidence
to
let
the
player
just
drop
out
of
their
flow
state.
As
the
player’s
a4en5on
begins
to
shiJ
away
from
its
laser
focus
on
the
goals
of
the
game,
whether
those
goals
are
self-‐created
or
imposed
by
the
designer,
then
we
have
an
opportunity
to
catch
the
player
in
just
the
right
way
with
an
affec5ng
piece
of
music,
or
a
view
something
wonderful,
or
just
a
look
from
another
character,
and
in
doing
so,
we
can
create
one
of
those
powerful
moments
that
we
cherish
in
our
favorite
games.
Have
you
ever
stopped
to
watch
the
sunset
in
MinecraO,
or
to
admire
a
view
in
Uncharted?
Think
about
how
you
are,
in
that
moment,
as
your
responsible,
logical
goal-‐oriented
mind
gives
way
to
the
uncensored
emo5on
of
your
innermost
self.
For
me,
this
boundary,
where
the
cool
clarity
of
focused
ra5onality
meets
the
chaos
and
immediacy
of
raw
emo5on,
crea5ng
in
us
a
lived
experience
that
is
uniquely
ours
in
both
its
intellectual
and
in5mate
quali5es,
is
the
richest
and
the
most
exci5ng
aspect
of
videogames
as
an
expressive
medium.
Game
designers
are
oJen
terrified
to
let
gameplay’s
iron
grip
on
the
player’s
a4en5on
drop,
for
fear
of
losing
that
a4en5on
forever.
But
we
can
see
from
what
we’ve
looked
at
today,
that
there’s
no
need
to
panic:
if
the
player
has
come
to
trust
you,
they’ll
stay
with
you,
and
we
have
so
many
tools
that
we
can
use
to
get
the
player’s
a4en5on
back
again
in
a
meaningful
way,
that
the
biggest
challenge
we
face
will
be
deciding
which
one
to
choose.
Ar5sts
from
Shakespeare
to
David
Lynch
to
Fumito
Ueda
have
understood
how
to
shape
emo5on
by
guiding
a4en5on
while
leaving
room
for
personal
experience,
and
in
doing
so
they
have
impacted
our
lives
in
countless
ways.
The
emo5onal
results
that
Marc,
Robin
and
Robert
describe
in
MDA
are
the
point
of
games,
no
ma4er
how
we
get
there.
There’s
no
one
right
path
with
this.
We
developers
are
free
to
play
in
this
domain,
and
make
our
own
discoveries
about
what
works.
We
hope
we’ve
shown
with
the
Uncharted
games,
that
the
techniques
of
cinema
can
make
a
great
mix
with
videogames.
But
we
mustn’t
lose
sight
of
literary
fic5on,
of
poetry,
theater
and
music
as
vital
forms
of
self-‐expression
that
we’re
only
just
beginning
to
synthesize
effec5vely
with
the
crea5ve
opportuni5es
that
videogames
present.
There’s one piece of knowledge that I’m certain we all share.
It’s
that
all
these
things,
new
technologies
and
be4er
development
prac5ces,
the
mechanisms
and
mysteries
of
the
human
mind,
and
the
great
powers
of
curiosity
and
self-‐determina5on
that
we
all
have,
are,
in
videogames,
making
a
new
kind
of
cultural
form
possible;
one
that
is
ac5ve
between
mind
and
society
and
life.
The Art of Game Design: A Deck of Lenses – Jesse Schell
Rules of Play: Game Design Fundamentals – Ka5e Salen and Eric Zimmerman
Hamlet on the Holodeck and the “Joint A4en5onal Scene” – Janet Murray
MDA: A Formal Approach to Game Design – Hunicke, LeBlanc & Zubek