Motivations
A rather short post, but after the meeting - we needed to shape up our player motivations (evidenced by our poorly defined Target Audience). The team agreed that we'll come in to play Dungeon Defenders II to gain motivations for our Tower Defense Game.
These Motivations were summarized as....
- Customization (Immersive Gameplay)
Making a Character feel more individual allows a person to have a “Connection” to the Character (Immersion), make the Character feel more “them”, to roleplay. Even upgrading weapons and utility makes their Character resemble the player more -- supports their “playstyle”
Related Player Motivations: Creativity; Immersion; Mastery - Dominance
The ability to defeat large amount of enemies quickly; grants the feeling of dominance and superiority. Increases moral of the player, making them feel good. Despite being able to easily mow down enemies; due to the sheer volume of the enemies; some make it through and the turrets alone are not enough. As such, this allows the player to feel dominant but not to the point where the game is too easy. Thus the player likes this aspect as it allows them to feel accomplished and powerful yet not feeling like it’s simple.
Related Player Motivations: Action; Achievement; Mastery - Achievement (Strategy-Based)
Surviving a wave, thus enabling a break signifies that a player has held out successfully. This is enforced by certain levels displaying a splash screen of a new enemy reinforcing that the player is “too good” for the previous level and is promoted. Thus Players feel like they got “promoted” and they progressed further in the game. This shows that their playstyle (no matter how dumb it may have been; or they think have been) to have worked for that level and being rewarded for it.
Related Player Motivation: Achievement; Creativity; Mastery - Achievement II (Character-Based)
Levelling a Character/making them stronger is rewarding for most players. The heroes used in combat gains EXP making the player feel rewarded and have incentive to “master” a character. This links to the immersion of the Character (above) as they are more invested in the character. For Achievement players, they enjoy the stronger characters as it will enable them to accomplish their goal to achieving X.
Related Player Motivation: Immersion; Mastery; Achievement - Social Aspect
Working with people to achieve things in the game such as finishing a difficult level or working together to lag people with fun troll spinning training Dummies. Teamwork allows people to work together to achieve a common goal which is enjoyable as people join in to see a “project” come to a fruition. (Completionist/Achievement)
Related Player motivation: Social; Achievement - Different Styles of Gameplay Some Characters are considered “Builder” Characters as such are only there to build and abuse their unique towers before switching to “Combat” Characters. This allows a player to utilize the “best of both worlds” and enjoy both/different playstyles Related Player Motivation: Creativity; Mastery
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