0:04 [Music]
0:07 all right here we go
0:09 good morning everyone thank you for
0:12 being here today this early and for you
0:15 interest in us and the brain my name is
0:17 Celia I had a PhD in psychology and the
0:19 director of user experience at Epic
0:21 Games and I had previously worked at LucasArts
0:22 LucasArts
0:24 and Ubisoft this session is meant as a
0:27 follow-up to my last year gdc+ you talk
0:30 about how neuroscience and UX can impact
0:33 design since it seemed to generate some
0:36 interest I wanted to go to do a deeper
0:38 dive on one of the critical aspects of
0:41 the games user experience the UX album
0:44 boarding and player again Schmidt last
0:46 to do is I'm gonna speed up a little bit
0:49 as an introduction I would could be
0:51 reintroduce some on your science notion
0:53 as well as UX notions that I tackled
0:55 last year just to make sure everyone is
0:57 on the same page so I apologize for the
1:00 repetition here but the user experience
1:03 entails how a person perceives and
1:05 interacts for the product and the
1:08 satisfaction and emotions elicited by a
1:10 decent direction it takes its roots in
1:13 cognitive science human factors and
1:16 human-computer interaction you access or
1:18 DES makes an umbrella discipline whose
1:20 objective is to evaluate and improve the
1:23 experience of the targeted users of a
1:25 product in development includes UX
1:28 design interaction design user research
1:32 u.s. strategy etc all those UX should
1:34 now be the concert should be the concern
1:39 of everyone on the team I'll just a us a
1:41 quick reminder about how the brain
1:43 learns discovering and mastering a video
1:45 game is a learning experience for the user
1:45 user
1:48 it requires mental efforts this is why
1:50 it's important to understand how the
1:51 brain learns to craft a compelling
1:54 onboarding experience one worth putting
1:56 effort into one that will matter to your
1:59 audience anything the brain processes
2:01 and learns originated from a perceived
2:04 input and changes the memory the subject
2:07 the quality of the processing therefore
2:08 the quality of the retention
2:10 depends highly on the attentional
2:12 resources applied which are also dependent
2:13 dependent
2:15 the emotions and motivation felt by the
2:17 players and some to improve the
2:19 experience of the players video game
2:20 developer reason was taking to account
2:22 the perception memory and attention
2:25 limitations of the brain as well as the
2:28 emotions and emotion motivation felt by
2:31 the player disclaimer this is highly
2:33 simplified the brain doesn't work in
2:37 that sort of buckets the brain is even
2:39 more complex than game development so
2:43 imagine so we got a perception I'm going
2:46 to quickly remind a little bit of each
2:49 perception Evils involves all the mental
2:52 processes that allow us to sense our
2:55 environment and construct our own mental
2:58 representations of it perception is not
2:59 a passive window to the world it is a
3:02 construct of the mind into meaningful
3:04 patterns perception is highly influenced
3:07 by previous knowledge expectations or
3:11 like in in this example context the
3:13 input at the center can be perceived as
3:16 a B or as a 13 depending on the context
3:17 you read it
3:20 another example illustrating that
3:25 perception subjective contrary to all
3:28 the people like me the save icon doesn't
3:31 mean anything to the youngsters as they
3:32 do not have a mental representation
3:36 based of previous experience with this
3:38 object from the past until they learn
3:40 what it symbolizes when using a computer
3:43 so designers have to keep in mind that
3:45 what they perceive might not be what
3:50 their audience will proceed exactly upon
3:53 memory memory allows us to encode store
3:55 and retrieve information there are three
3:58 components of memory have the sensory
4:00 memory it's part of perception it
4:01 retains sensory information for a very
4:04 short period of time such as a fraction
4:06 of a second without it being consciously
4:09 processed for example the persistence of
4:11 vision is due to sensory memory and
4:13 allows us to perceive a 24 image for
4:16 certain display as a uninterrupted
4:18 animation it requires attention for the
4:21 invite for the mission to go to working
4:23 memory which is a short-term component
4:26 that allows for temporary storage and many
4:26 many
4:28 of a very limited amount of new or
4:31 already stored information this system
4:33 maintains active mental representation
4:36 necessary to perform a task the working
4:38 memory requires heavy attentional
4:40 resources and therefore is very limited
4:42 it is also easily disturbed so please
4:46 put your phones in silent mode long term
4:50 memory is a multiple system component
4:53 that allows us to store knowledge of
4:56 events and facts as well as skills the
4:59 know-how and conditioned responses the
5:02 long-term memory has known on limits in
5:03 space and you can potentially store
5:05 information for a lifetime
5:09 however memory lapses are fairly common
5:11 talking about memory lapse here's the
5:13 forgetting curve illustrating how memory
5:16 retention declines exponentially with
5:18 time retention of information especially
5:21 if not engaging emotionally or
5:24 meaningfully can be very fragile some
5:26 variables have an impact on the strength
5:28 and quality of the encoding and storage
5:30 of information such as the level of
5:32 processing and the amount of repetition
5:34 over time only the brain is prone to
5:36 memory lapses but it can also distort
5:39 memories because of these limitation
5:42 developers cannot really rely on players
5:48 memory the student about attention our
5:51 senses are continuously bombarded by
5:53 multiple inputs for an from our
5:55 environments attention Intel's
5:58 allocated more cognitive resources to
6:00 process selected inputs while the others
6:03 will be ignored that selective attention
6:05 the brains attentional resource is being
6:08 very limited we do not methodically
6:10 process all the invaluable information
6:12 from the environment we don't scan the
6:15 environment instead attention works like
6:17 a spotlight focusing resources to
6:20 process and retain particular elements
6:22 and neglecting the other inputs such as
6:25 and when you're in a party is called the
6:27 cocktail effect cocktail party effect in
6:29 a loud party can focus to just listen
6:32 one conversation and ignoring all the
6:35 rest and as the fire alarm rings and
6:37 it's going to draw your attention away
6:38 from it
6:43 so when elements are unattended they are
6:45 likely not perceived at all in a
6:46 phenomenon called inattentional
6:49 blindness this phenomenon was best
6:51 illustrated in the well-known gorilla
6:53 experiment in which you have to count
6:55 basketball passes of the white team
6:57 leading you to not see the gorilla
7:00 passing by I usually show that video but
7:02 now everybody knows it so it's not fun
7:05 anymore but even though a lot of people
7:07 now understand that multitasking is a
7:09 myth there are still a lot of games that
7:12 fire multiple inputs at the same time
7:14 during the onboarding my games were an
7:16 NPC is talking to you while you learn
7:18 how to drive a car for example when
7:20 multitasking or cognitive overload
7:23 occurs it affects engagement focus and
7:25 therefore hinders the quality of
7:27 learning which can affect your players
7:31 engagement so I did my session last year
7:33 showing some UX Furious 6 or guidelines
7:35 for Musa bility and from what I like to
7:37 call the game flow it can help you
7:39 remember what elements are important to
7:40 were confusing the players and to
7:42 increase the fun potential of your game
7:44 today we are going to look more deeply
7:46 into the onboarding the first time user
7:51 experience so what isn't boring
7:54 important here's a chart showing the
7:57 cumulative play time in warframe note
7:59 that the data is compressed on the
8:02 x-axis so the hours are not linear it
8:05 shows that 80% of all players ever kept
8:08 playing after one hour which means that
8:10 in a free-to-play game you will lose
8:13 about 20% of your audience during the
8:14 first time user experience the
8:18 onboarding and this is a pretty good
8:20 example warframe is exists X successful
8:23 after P game so imagine how this curve
8:25 looks like for less successfully I
8:28 didn't want to poopoo on anyone so just
8:30 to show dramatic chart but I do
8:33 encourage you to go to steams by to
8:34 figure it out by yourself if you haven't
8:37 done so already engaging the audience
8:39 within the first minutes of play is a
8:41 delicate endeavor and has become a
8:43 critical aspect of developments in the
8:45 area of free-to-play games if your game
8:47 fails to captivate the audience
8:49 attention quickly there won't be any
8:52 retention challenges to even care
8:54 don't get me wrong a great onboarding is
8:57 not a guarantee for success after the
8:59 short term engagements mid and long term
9:00 engagement will be tremendously
9:03 important too but where our focus more
9:07 on the first hour play here so during
9:09 the onboarding part of your game you
9:11 need to get your message right when the
9:13 players are discovering the game and
9:17 remove barriers then you have to make
9:19 sure players can quickly learn the main
9:22 mechanics of your game and engage them
9:25 through clear goals and progression
9:28 paths that you need to take to often the
9:31 transition from the tutorial part to the
9:33 real game is not engaging because it
9:35 lacks meaning so these elements are not
9:38 really separated and they're not even
9:41 leaner the player can discover learn and
9:43 get immersed at any time even long after
9:46 they are learning part of course so it
9:47 doesn't mean that you should not be
9:49 preoccupied with motivation mechanisms
9:52 during discovery part very first steps
9:54 or that players cannot be immersed
9:56 within the first minutes of life also
9:58 learning is a central part of the
10:00 onboarding here but it happens in all
10:02 these steps all the time because playing
10:05 a game is a learning experience that's
10:07 why learning principles are going to be
10:09 at the core of this presentation that
10:13 she's developing effective materials
10:15 that facilitate learning requires an
10:17 understanding of the principles
10:20 underlying how people learn which our
10:23 first one is the behavioral psychology
10:25 principle it's basically conditioning
10:29 which affects implicit memory so Pavlov
10:31 Skinner Thorndike you've heard these
10:34 names they only looked at stimuli and
10:37 responses input and the output without
10:39 really bothering with what happens in
10:43 mind the black box dominance of
10:44 behaviorism began to wane in the
10:47 seventies and cognitive psychology took
10:50 over they wanted to look into the black
10:52 box with an information processing
10:55 approach perception attention memory all
10:57 the stuff we just talked about they also
10:59 introduced the notion of an executive
11:02 control lastly according to the
11:04 constructivist viewpoint learning is a process
11:05 process
11:06 of people actively constructing
11:09 knowledge so that's people like Jean
11:11 Piaget if you've heard of them or see
11:13 more papers research with mobile you
11:16 remember the liberal programming
11:18 language with the Turtles
11:20 yeah I'm not that old I mean I guess you
11:23 are old like me
11:27 so that's active learning sorry for the
11:29 lame picture here would just try to
11:32 google search active learning there's
11:34 pretty lame pictures in there anyway so
11:36 these different learning principles will
11:38 be used as perspectives throughout this
11:43 presentation so the first part of the
11:45 talk will emphasize on one of the most
11:47 important aspect of the brain with
11:49 respect to long boring managing the
11:52 players attention learning to play a new
11:54 game resuscitates a different cognitive
11:57 effort and mastering again a new player
11:59 is not necessarily deeply motivated to
12:01 play and has many new things to
12:03 understand so the game must engage its
12:06 audience quickly and efficiently every
12:08 point of fiction can turn the player
12:11 away at that stage especially again with
12:13 free-to-play games since they don't
12:15 require your previous commitment you
12:20 don't buy the game so to remove barriers
12:22 you need to manage the players attention
12:25 to do that you need to understand how
12:27 working memory works the component that
12:30 stores and manipulate information it is
12:34 composed of two slave systems one system
12:36 is responsible for processing visual
12:39 spatial and lower tasks another is
12:41 responsible for processing phonological
12:45 tasks so it's really impossible to do
12:49 two tasks from the same size system and
12:53 usually to show that I bring people from
12:55 one onstage as this person to sing a
12:58 song while trying to spot verbs in a
13:01 text can't do that GDC here but my
13:02 colleagues are Ubisoft
13:05 I've been experiencing that painfully
13:09 and this is where you can actually see
13:11 that it's very difficult to do two tasks
13:13 from the same bucket in that case
13:17 phonological tasks you can do one of
13:18 each so I
13:20 so as a person to sing a song with
13:23 lyrics but instead of spotting verbs as
13:26 a person to draw a picture in that case
13:29 it's much easier but still less
13:34 efficient as just doing one task it can
13:36 be trained but only to a certain limit
13:39 when attention is divided for example
13:41 when driving while having a conversation
13:43 over the phone it requires more
13:45 cognitive load to process the different
13:47 information therefore leading to more
13:50 fatigue and mistakes the more demanding
13:53 a specific task is in terms of cognitive
13:56 load for example mental calculation the
13:58 less people can allocate mental effort
13:59 to accomplish another task in the simple
14:01 such as pressing a button when a red
14:03 light goes off by the way this is the
14:07 real experiment from Kahneman in 1973
14:09 succeed subsequently the more attention
14:13 is allocated to a task or information
14:15 the better it will be retained so if you
14:17 want to teach the players something you
14:21 really want to avoid divided attention
14:24 all right so here's an example divided
14:26 attention or when we try to require it
14:29 if it divided attention prior from
14:31 fortnight for an eye is an action
14:33 building game with RPG elements it's
14:36 currently in live alpha stage disclaimer
14:39 the footage shown in this video is from
14:42 UX testing so it's super compressed
14:43 because we don't need to have high
14:47 resolution images and of course it's
14:50 very early in development and in all the
14:51 videos I will show you you will see a
14:54 red red circle overlay this is eye
14:56 tracking so it's showing where the
14:57 players are looking at which is super
15:01 important for attentional resources so
15:02 in this video I'm going to show you the
15:05 player chose to play as a constructor so
15:07 his role is to stay close to the
15:08 fortifications to repair them and
15:11 reinforce them however he's running
15:13 around because we're all smashing the
15:15 zombies it's pretty fun so you'll see an
15:17 important message popping at the top
15:19 telling the player that the fort is
15:21 being attacked that it should go back to
15:24 repair it but the player does not even
15:25 look at this information
15:27 which is a Newtonian mechanics should be
15:30 successful in the game he is not
15:31 dividing his attention with he's dealing
15:33 the enemies is taking all his
15:35 attentional resources expecting the
15:44 gorillas experience therefore it is
15:47 critical during the discovery part of
15:48 the game to draw the players attention
15:51 to the elements that they need to learn
15:53 to enjoy their first steps given that
15:55 all of our mental processes are using
15:56 the same limited attentional resources
15:59 the developers must mind the cognitive
16:01 load the game demands from the player
16:03 especially again during the onboarding
16:06 part when the players have a lot of new
16:11 information to process so according to
16:14 the cognitive load Theory learning can
16:16 be hindered if it requires cognitive
16:19 resources exceeding the working memory
16:23 limits the working memory span is three
16:27 more or less items on average an item
16:29 and B an action or a thought process
16:32 that requires effort it's very vague I'm
16:33 sorry I cannot be more specific than
16:37 that but three items processed at the
16:39 time at the same time is really the
16:42 maximum when in learning mode so
16:44 discovering everything because new tasks
16:47 has a much higher cognitive load that
16:49 familiar or automated ones think that
16:51 about the efforts it took you to learn
16:55 how to drive the first time you have you
16:57 really had to mentally process
16:58 everything to fill a lot of attentional
17:02 resources but once trained like later
17:05 when you really have that going and you
17:07 can just sing along while you drive it's
17:09 automated so you don't have to really
17:12 allocate too much resources in there so
17:14 the same thing for the player the first
17:15 time he learns about a mechanic it's
17:17 gonna require a lot of cognitive load
17:20 loitered down line when the player
17:22 really had that gone
17:24 it's trained to doing it it's more
17:26 automated it does not require as much
17:29 cognitively so three items could be one
17:33 using an ability to react to an enemy
17:36 attack recognising enemy movement
17:38 while three dodging enemy poaching tile
17:39 that's what are you sorry
17:42 so the controls of your game are
17:45 peculiar that would count as another
17:49 item so to this year UX test video from
17:54 Paragon so Paragon is our new MOBA again
17:58 very early it's UX test footage and
18:01 check out that so this is the very first
18:04 game that the player is playing and so
18:06 it starts it's entering in the arena
18:09 right away even though we had that big
18:11 flashing red thing telling the player
18:12 hey you should you know you can't
18:14 actually have an ability right now you
18:16 can upgrade one here but the player
18:18 doesn't even look at it it just jumps
18:20 right into the arena it's fashioning
18:22 we're really trying to draw attention to
18:25 that and is trying a few things all
18:26 different than me there
18:29 who's running towards the enemy trying
18:29 to figure that out
18:35 aiming dodging and attack minions
18:38 sometimes gonna pop down we were looking
18:40 at the thing that's going I just not
18:47 so during onboarding mining the
18:50 cognitive load is straight on so the
18:52 challenge will not be seen as mastery by
18:55 the player somebody seen as an audience
18:57 or words the player would be put in a
19:00 failure this is likely going to three
19:03 stress that now we can capture with
19:08 biometric controls and that can lead the
19:11 player to simply stop playing and he's
19:14 gonna blame it on the game so f2p game
19:17 must mind the cognitive load in working
19:21 memory there are many ways to reduce the
19:24 cognitive load here such as distribute
19:26 learning over time which we're gonna see
19:28 you later you can also use affordances
19:30 to limit the cognitive load what is
19:32 intuitive does not need to be learned
19:34 therefore requires less attentional
19:36 resources to process in design and
19:38 affordance gives that provides something
19:41 that helps a user to do something now
19:43 four kinds of affordances in your design
19:45 I'll give an example of it right after
19:48 you had a physical affordance that's a
19:49 feature that helps users and doing a
19:52 physical action in the interface for
19:54 example a button that is large enough so
19:56 that you just can click on it accurately
19:59 you have cognitive affordance
20:00 it enables thinking learning
20:02 understanding knowing about something
20:05 for example a button label that helps
20:07 use your know what will happen if they
20:09 click on it form follows function is the
20:11 cognitive affordance
20:13 you have sensory for this has a design
20:15 feature that helps users send something
20:18 for example label font size large enough
20:20 to be discerned and you have functional
20:22 affordance the design feature that helps
20:24 users accomplish a task for example a
20:27 sort functionality in an inventory
20:30 there's a salty the perceivable part of
20:34 an affordance is a signifier so as a
20:36 designer you care about placing
20:37 signifiers to enable the players to
20:42 perceive the affordances so physical
20:44 affordance facilitates physically doing
20:46 something such as a handle on the door
20:47 physically helps you
20:50 operating the door so you want a button
20:52 to be large enough to tap on it to click
20:54 on it or you want two buttons to not be
20:56 too close to each other to avoid miss
20:58 clicks see the fit slow for these things
21:01 or on mobile interactive areas to be
21:05 comfortable to reach a cognitive
21:07 affordance if we saw facilities or
21:09 enables thinking about something they
21:12 help users to know what to do so the
21:15 pull handle offers both cognitive and
21:17 physical affordance because it provides
21:19 a physical means for pulling as well as
21:22 a visual indication that proving is the
21:24 required action and for tonight you have
21:26 three different symbols representing
21:28 three types of materials remember you
21:31 can build and craft and how many of them
21:34 of each the player has so that helps
21:36 players understand what they can do with
21:41 it cognitive of forints can go wrong and
21:43 basically false affordance it is when
21:45 the perceived affordance is not the one
21:48 intended given the functionality here's
21:52 the example of the acts in for tonight
21:55 so you had a lot of weapons and tools
21:58 you actually have one tool that is
22:00 really effective for harvesting just one
22:02 is to pick ax but you have all the other
22:05 elements we can have our melee weapons
22:07 so the axe is a miller weapon of course
22:10 originally it was not the intent the
22:12 design intention to put an axe and the
22:13 player's hand and say no you cannot
22:16 actually chop off trees with that
22:18 initially they wanted to have one
22:20 specific tool for each specific thing we
22:23 can harvest like the axe for the tree
22:25 the sledgehammer for a wall and stuff
22:27 like that but it was too demanding
22:28 reason like that it was not really Sun
22:30 so they removed that functionality and
22:34 there you end up with a false affordance
22:35 because of that because now players can
22:38 have an axe but it has to be used for
22:43 mailing and not for Chavez trees so
22:45 folks cognitive affordance misinforming
22:47 measly the players and then it makes it
22:49 much harder to teach them the right
22:50 thing and it's frustrating for the
22:52 players on top of it so you really have
22:53 to pay attention with that and then
22:55 that's leave the sort of things that
23:00 happen just it happens because the
23:01 design change so
23:05 have to stay focused on that sensory
23:07 affordance using one helps players since
23:11 in something seeing hearing feeling this
23:12 is what we call the perceptibility of
23:14 finds and feedback it includes no
23:17 disability discern ability legibility in
23:19 case of text and audibility in case of
23:22 self so in that case of course that's a
23:25 bug it's not by design the you when you
23:28 die you can click to respond the the
23:34 text is hidden behind a health bar and
23:37 so the fire dot cannot receive it also
23:40 isn't more someone and for tonight you
23:42 had the home base and you had buildings
23:45 and these buildings increase your stats
23:47 and see more you can even more increase
23:49 your stats by slotting workers in there
23:51 so when you click on the plus button
23:55 near to style worker it's so it was
23:56 showing the workers you could slot
23:58 including the ones already slotted
24:01 elsewhere subtly indicated by that red
24:05 corner mark I'm sure you saw it right of
24:07 course players didn't see it and on this
24:10 video you can see you'll see the player
24:11 going back and forth in the two
24:14 buildings tranches slot worker not
24:16 realizing he's sliding unloading the
24:18 same one over and over
24:24 Oh worker there
24:44 oh there's I I had one in the hospital
24:49 so we have to pay attention to that hmm
24:51 functional or affordance this is one
24:54 that is huge its usage to usefulness
24:57 this is when you add a functionality
24:59 such as sorting and categories to have
25:03 the player find something filtering and
25:04 that isn't for you
25:06 while there's filtering but there's also
25:10 a painting mechanism so it can help
25:12 player craft something faster you want
25:13 something and pin it on the head so you
25:17 don't have to do that again again so
25:18 designers have to make sure that this is
25:20 really useful but you have to make sure
25:23 that the functional affordance you're
25:24 designing is really going to be useful
25:27 to the player and not just add noise of
25:30 complexity refer you to the Pareto
25:32 principle is like the 80/20 principle
25:36 80% of the time people use only 20% of
25:38 the functionalities so be careful not to
25:40 add too much stuff that peers are not
25:44 going to use some interfaces feel easy
25:46 to use why all this drives us nuts and
25:48 requires manuals are sticky notes in
25:51 that example it will greatly help remove
25:53 barriers for your players first steps in
25:56 your game if you have good affordances
25:58 or should I say good signifiers because
26:01 if it doesn't you'll need tutorial texts
26:03 our players will have to make an extra
26:06 effort which they often don't go and do
26:09 it to figure out on forums how to use
26:15 so the key takeaway here for discovery
26:19 is you have to mind the attention the
26:21 attention limitations and the cognitive
26:23 load for the player your main objective
26:25 is to make sure that your games going to
26:28 be easy to make sense off and to remove
26:32 barriers and as this is my design if
26:33 it's not by saying remove all the
26:35 barriers at that moment use and this is
26:38 an example the usability principles we
26:41 saw a lot of UX design principles
26:49 all right so learning although learning
26:51 by doing is recognized as being one of
26:53 the most efficient ways of learning
26:55 especially when it comes to an
26:57 interactive experience tutorial texts
26:59 are still frequently used to teach them
27:02 in components of the game that's easier
27:04 research suggests that we learn best
27:06 when we are cognitively engaged and
27:09 active when learning experiences are
27:11 meaningful and socially interactive and
27:13 when learning is guided by a specific
27:15 goal so let's take a look at active
27:20 tutorials so we saw that last time like
27:22 it's really really important so I put
27:24 that here again but I'm using onion opal
27:27 the deeper you're going to process an
27:29 information focus your attention the
27:31 better you're gonna learn and retain so
27:33 that means you need to give context to
27:36 the player means the player should be
27:39 able to learn by doing and you need
27:41 meaning it has to be worthwhile now for
27:44 the player for his life for his mission
27:46 for his goal all right so here's an
27:49 example where you don't have any context
27:50 you cannot do the things you're taught
27:53 at that moment and there's no meaning so
27:55 this is again from Paragon alpha this is
27:59 the loading screen so look at the the
28:02 eye tracking so the player is waiting
28:04 for the game to load is not really
28:06 reading all the things and is especially
28:09 not ringing the match basics it is
28:11 really the most important information
28:12 frame is the first time we're going to
28:14 play the game so you need to understand
28:17 what are their the subtlety of Paragon
28:21 it's just like going back and forest not
28:23 really reading music you're just gonna
28:27 look at a few controls and that's it
28:31 here's another example when you have
28:33 context so it means that you can do it
28:35 while you'll talk but there's no meaning
28:39 so in four nights you can build and what
28:41 we saw is like figures we're building
28:44 goals all around them and then we're
28:46 like oh I can't get out
28:49 you can edit doors and for tonight but
28:50 they didn't know how to do it so they
28:53 were just like sliding down a door and
28:55 so we really needed to teach them how to
28:57 edit doors because it's really important
28:58 to enjoy the game
29:02 and so this is what they team did the
29:04 beginning so you have context and new meaning
29:04 meaning
29:07 listen to what the narrator says in that
29:11 example so you found the gate let's
29:14 close it press e to deploy your atlas of
29:20 storm suppression device don't like it
29:22 when you start closing that gate you
29:23 might want to build up some strong
29:25 defenses around it to slow the enemy
29:27 down then just this one time I'm going
29:29 to protect in an area you should build
29:34 in to protect your Atlas good wall is it
29:34 thing of beauty
29:36 but don't forget about doors yes doors
29:38 when there's a wall away choose doors
29:40 raju by the building submenu we're in a
29:47 he heard it it looks like they know
29:49 we're here until check your mini-map to
29:50 see what direction the enemies will be
29:52 coming from build your differences accordingly
30:00 of course you didn't do it you build
30:03 that box around the thing he had to
30:05 protect and then when the house the
30:08 enemies are coming is actually like oh
30:10 I cannot really see what's going so
30:14 what he did is he placed a stair stair
30:17 well so you could climb up vanities a
30:19 lot of players we're doing that so we're
30:22 like it's not working
30:24 still you have context here that's not a
30:26 really meaningful and there's a lot of
30:28 information going on here so when the
30:31 team did afterwards they tried to
30:33 impress me and this is how it looks like now
30:54 it's just beyond this wall let's use
31:10 success so now we know that the player
31:13 do it and so II really process information
31:14 information
31:18 it was actively doing it so this is when
31:20 you actually have meaning so you want to
31:22 avoid that as much as possible of course
31:25 you cannot avoid that all the time and
31:27 you want to try to have more learning by
31:30 doing and if you can add meaning even if
31:32 Samin better but sometimes it means that
31:34 you have to put an obstacle in front of
31:35 the player and it has to overcome it and
31:38 usually players they hate tutorials in
31:41 the length this is but the
31:43 promise if they don't have these
31:46 tutorials there are more likely to to
31:48 leave the game so even if they don't
31:51 like it you might you have to not make
31:53 them happy but at least they're gonna
31:55 learn the mechanics of the game and keep
31:58 playing another thing to remember here
32:00 please please avoid punishing States
32:03 during on boring during an importantly
32:06 and I'm talking to you blood-borne and
32:09 Dark Souls lovers out here if it's not
32:11 clearly the main pillar of the game
32:13 punishments you should never punish
32:16 while they are learning about something
32:17 you can finish later
32:19 it's really fine but not while they are
32:22 learning it why because players who die
32:25 or have are having difficulties during
32:27 the onboarding and less likely to retain
32:29 this is actually what we found out
32:30 looking into analytics data from
32:32 fortnight's alpha without hardcore
32:37 gamers out there so if they were having
32:40 too much difficulty dying too often they
32:41 were actually more likely to leave the
32:44 game again your hardcore players might
32:46 whine if they find the game too easy in
32:47 the beginning still they will more
32:49 likely keep playing so don't get crazy
32:51 with your difficulty curve learn about
32:53 the game learning about the game is
32:56 already challenging enough for the brain
32:58 but sometimes you just cannot provide
33:01 context for example in loading screens
33:03 if you use loading screens to teach
33:05 which you should because looting screens
33:07 are boring there are ways to make it
33:09 easy on the cognitive load this is a
33:14 screen again very very early a PvP
33:16 prototype and was the first time the
33:18 team was actually trying to do that you
33:19 access with it so
33:21 they put a loading screen there to teach
33:24 about have to do within that mode but
33:26 the first building streaming it was way
33:29 too much information to read and it was
33:31 going too much into details that didn't
33:32 make sense really to the players or
33:34 didn't know anything about this mode it
33:36 was too much about the what not enough
33:39 about the why or how fairs are actually
33:42 looking more at the cool art then about
33:48 the text so you want to have like so
33:51 again they just like hide that in last
33:53 minute to make to remove some text and
33:56 trying to make it easier to understand
33:58 because of the curse of knowledge we
34:00 have a tendency to explain that getting
34:03 too much into details probably doing
34:05 that myself today apologies for that
34:07 so explaining more about how to do all
34:09 the things instead of mining the
34:12 cognitive load explain more about how to
34:15 do the things because you have to mind
34:17 the cognitive load of the player they
34:19 are discovering all these things so they
34:21 care more about the why they're doing it
34:23 not all about the details so if you are
34:26 using the loading screens do not explain
34:28 more than three things remember the
34:30 working memory and try to focus on the
34:34 why rather than how what using loading
34:37 screens to occupy player is a good thing
34:39 though because waiting is painful and it
34:41 also it is also a matter of perception
34:44 for example waiting times will seem
34:46 shorter if there is a progression bar
34:47 that has animation on it
34:50 if this progress bar accelerates rather
34:52 than decelerates or stops us that's dreadful
34:53 dreadful
34:55 so if players have something to do while
34:58 waiting it's better instead of looking
35:00 at the empty screen so do use the
35:02 loading screen to give information to
35:04 players but they won't read it if
35:07 there's too much or they do read it
35:09 they're not going to remember it so
35:11 remember the working memory limitations
35:14 start to stick to three elements to
35:19 process and focus on the why the why why
35:21 do want to do that the purpose of these
35:23 things is really meaningful to to us as
35:25 humans so think you on boring and
35:27 tutorial through player's lens it's more
35:30 important to tease to the player the
35:33 the why the purpos'd rather than get
35:35 into the details if you motivate players
35:37 enough then they will pay attention on
35:42 how to accomplish a certain goal then
35:44 they're gonna look at more into the
35:46 details and look at the interactive
35:49 elements they need to play with to get
35:53 to that goal and so when you test your
35:56 game also try to see the players get to
35:59 the why so sure what I already do for
36:01 example at they they play the onboarding
36:04 and in the survey at the end of their
36:07 experience I show a screenshot of the
36:09 game with an interactive element so you
36:10 know for example something the players
36:12 need to activate to do something in the
36:14 game so I show an image of it and I ask
36:17 them so what is this how did you use it
36:20 why was it important for your mission
36:24 so I also asked the players what was the
36:27 objectives of the mission did they get
36:30 why they were doing all this don't just
36:32 ask them did you find the objectives
36:34 clear because they're usually gonna say
36:36 yes but if you ask them okay so what
36:38 where the object is they usually don't
36:41 get it all right so always ask them
36:43 about the purpose of completing a
36:45 mission to verify that they actually got it
36:46 it
36:48 always make sure that the players get to
36:50 the why that's really the most important
36:56 thing so remember for all that you will
36:59 teach the deeper the process the better
37:01 the retention numerous studies in
37:03 psychology showed that learning is not
37:05 simply a passive registration of
37:08 information learning that sticks
37:11 requires active minds on learning
37:14 simply put the more the brain puts
37:16 efforts into something the more it
37:19 remembers and understands it so it's
37:22 nearly scientific but overall the more
37:25 you process information so if you really
37:27 practice by doing or teach there's about
37:29 something you learned it's going to be
37:31 way more easy for you to remember three
37:33 1090 formation that if you just read
37:43 about it so even with all that
37:46 the players are gonna be forgetting
37:49 about stuff so we need to understand
37:53 better how a memory lapse works so if
37:55 you remember memory ELO's allows us to
37:58 encode store and retrieve or recall
38:01 information therefore three factors can
38:04 detail oblivion it can be an encoding
38:06 deficit this is when the information was
38:09 superficially encoded because of the
38:10 lack of attention or because of a failed
38:13 elaboration process so workaround for
38:15 that is all attention maybe the player
38:17 process information and do it be emotional
38:18 emotional
38:21 it could be a storage deficit the
38:23 information was correctly encoded but it
38:26 weakens with time so you need to give to
38:29 repeat all the mechanics and try to make
38:31 them repeat in different contexts it's
38:35 even richer and lastly you can have a
38:38 recalled deficit this is when the
38:40 information is available in memory but
38:42 it's momentarily inaccessible we have a
38:44 broken link so to avoid that you can
38:46 give reminders to have the player
38:49 remember about something so here is an
38:53 example from for age deficit so for the
38:56 encoding deficit here's an example in
38:59 from for tonight in for tonight by
39:04 design you cannot repair weapons and so
39:06 we had we're alive right now in early
39:10 alpha and many players in the Alpha
39:13 population are asking how to repair with
39:15 us they pushed him down the forearms all
39:17 the time like how the hell'd he repair
39:20 weapons you can't so the team decided to
39:22 put the player in a situation where the
39:24 weapon breaks right at the beginning of
39:27 the game so we can tell them hey you
39:29 cannot repair weapons so this is what
39:31 you need to crack so that's the video of it
39:40 but your guns broken your drone can't
39:42 repair crafted items so we'll need to
39:44 craft a new gun let's search the cave
39:46 for the resources we'll need to craft a
39:51 new weapon all right so the prior
39:53 experience that the weapon is breaking
39:55 you hear it you see it you can't repair
39:57 it here's what the player was saying
40:01 after that experience on the surveys the
40:03 light I'm confused about you know how to
40:05 repair objects and forty nights there
40:06 was no easy way to find how to repair
40:10 weapons sitting like no work and
40:13 this is because of an encoding deficit
40:16 again it was not asking the player to
40:19 put too much not enough kanji loading to
40:21 that and so they didn't really include
40:23 it it was a beautiful sound that just
40:32 made the storage deficits at painting
40:34 functionality for example allows the
40:35 player to not store the information
40:38 about what he needs to craft I just said
40:40 always have it on the head so you avoid
40:42 the storage deficit that's a functional
40:45 affordance and we move from the remove
40:48 memory load when it's missing you don't
40:50 have that pinning functionality there's
40:52 actually have difficulty storing the
40:54 ingredients even if it's just that one
40:55 ingredient is just a few numbers to
40:59 remember period it's just hard to just
41:02 remember one number is not you know just
41:06 one so of course it's not that design
41:10 again it's something that the game the
41:13 dev team is hacking through so we can
41:16 test it but here's what happened so
41:19 that's a very new feature it's ugly it's
41:21 gonna be way better but all right now is
41:24 only for the dice that's the outpost
41:27 it allows you to upgrade your pickaxe
41:29 which is the harvesting tool so it's
41:33 super important for night and so to do
41:35 that you need to have ingredients and we
41:38 don't have the spinning right now so the
41:41 player has to actually hidden there's a
41:44 lot of problems here and you need to
41:51 look at these fields get it is goes back
41:54 it's always a third time and looking at
41:57 that you know it's not that much it's
41:59 just one you just needs one degree does
42:02 that get it that's me
42:04 so you can see like even this is just
42:07 one information to retain it's not too
42:10 much I know how to use that it's still
42:11 very difficult to retain the information
42:12 because you're running around you're
42:14 doing a lot of different stuff so this
42:17 is really showing how impactful it can
42:20 be to have these sort of reminders like
42:22 on the head to have the player not store
42:29 information about recall so and for
42:32 tonight in the first level we teach
42:34 players how to craft in a deep way we
42:36 they have to do it so it's learning by
42:39 doing a video of it let's craft a better
42:42 gun for Ramirez matter open your
42:59 exit learning good permission is encoded
43:04 I'm graphing reward um and then this is
43:05 what happened like about 20 minutes
43:08 later the players furniture is out
43:13 outpost he loses all his ingredients
43:15 because he's what heroes but anyway so
43:18 this is how it happens he doesn't have anything
43:18 anything
43:21 and so we drop because well it's in flux
43:23 your outpost is vulnerable to attack so
43:38 be ready to defend it but this you can
43:41 craft a lot of cool the players
43:44 just taking the greens not protecting anything
44:08 and so this is what the player said at
44:09 the end
44:11 the student said I could not remember
44:13 how to get to the crash screen he knew
44:15 he could do it it just did not recall
44:18 how to do it so we should have given a
44:20 reminder after like even dropping all
44:21 the ingredients we should have tell told
44:24 the player hey remember like press I to
44:29 get to your inventory craft and 11 so we
44:31 sell that repetition is important to
44:31 remember something
44:33 remember the forgetting curve so this is
44:36 projected forgetting curve so when you
44:39 teach a feature you actually don't need
44:45 to give repetition at at the same space
44:48 you can't actually space it out with
44:50 feature a you can give a reminder bit
44:52 later because each time you reach about
44:54 something the forgetting curve is
44:58 getting smoother so of course in between
44:59 these lapses you can teach another
45:02 feature this looks super ugly but you
45:06 get the look at the point so reminders
45:08 are more efficient with spaced out but
45:09 also when the context does not stay the
45:11 same for example to teach your players
45:13 how to use a new weapon first teach how
45:15 to shoot steel targets and then moving
45:17 targets and party included targets then
45:19 moving targets for dodging etc you need
45:22 multi contextual repetition and you
45:27 combine with more mechanics to learn all
45:30 right we talked a lot about country
45:32 psychology and active learning
45:34 principles so let's briefly tackle
45:37 behavioral psychology here to give you
45:39 an idea of how you can use it we're
45:41 talking about classical conditioning
45:44 it's when to evens have happen close to
45:46 each other repeatedly over time so you
45:48 hear the bell and I said food going on
45:50 and you repeat your pizza then you
45:52 salivate only when you hear the bell so
45:54 that's good associate learning you've
45:58 been conditioned so you learn two movies
46:01 how about this zone [Applause]
46:03 [Applause]
46:08 if you're conditioned so there's a lot
46:09 of examples of classical conditioning
46:12 game usually with the musical sang exam
46:14 for example the music stops in some
46:16 games when there are no more enemies
46:18 left to kill conditioning can be very
46:21 powerful to teach some mechanics it can
46:25 work very well like really too deep like
46:28 all especially by associating sound with
46:30 another event so be nice you're some
46:34 designers cuz you need them alright so
46:37 mind memory load mind memory lapse main
46:40 objective is to make it easy to learn to
46:42 do that deep context and meaning and use
46:46 running principle alright let's part to
46:47 truly immerse your audience beyond
46:49 removing the barriers need to mind the
46:52 game flow never too easy you know too
46:54 hard mind emotions including the game
46:57 feel and motivation today I only talk
46:59 about motivation since game studios are
47:01 increasingly interested in motivation
47:06 mechanisms so motivation is not only
47:08 cool because you're engaged and like you
47:10 want to do something it also helps
47:13 attention this is I'm from cognitive
47:16 psychology development psychology and
47:19 Jean Piaget is a development
47:21 psychologist who is trying to understand
47:25 how children learn and how you know some
47:28 cognitive mechanisms come to children
47:31 one of these examples is how number
47:34 comes to children so he was using a
47:37 bunch of tasks to test the kids one of
47:40 these tasks were to put like two lines
47:43 of tokens one line with more tokens but
47:44 it's more compressed and another line
47:46 with less tokens but more spaced out
47:50 anyways asking kids so which which row
47:54 has more tokens until 6 to 7 years old
47:57 children actually choosing the bottom
48:01 line because they say it's it's longer
48:03 so they think they have more numbers in
48:06 there so John page was like ok kids are
48:09 a bit stupid icon 67 years old that
48:12 don't really have a concept of number
48:14 until another psychologist called nether
48:16 changed a little bit the task intent
48:19 instead of tokens he used Candy's exact
48:22 same thing he said to the kids hey there
48:24 are two lines of candies which line has
48:26 been more candies and what you're gonna
48:29 take that line for yourself surprise it
48:35 succeeded at two years old so we learn
48:37 better when we are motivated because we
48:40 pay attention more so that's one of the
48:42 main reason why it's super important to
48:45 get your place motivated into learning
48:48 one of your mechanics of your game so
48:51 how does motivation works it's complex
48:53 of course like anything but you have
48:55 explicit motivation and implicit
48:59 motivation exclusive motivation is you
49:02 have extrinsic motivation the rewards we
49:03 know about that you do something get
49:06 something but you have intrinsic
49:10 motivation as well so fires engagement
49:11 is typically driven by extrinsic
49:14 motivation but players because players
49:16 want to achieve external rewards and
49:18 avoid the apposite typically the absence
49:21 of reward however intrinsic motivation
49:23 is even more powerful for long-term
49:25 engagement research seems to indicate
49:27 that games that satisfy basic
49:29 psychological needs for competence
49:31 autonomy and lateness this is a
49:34 self-determination theory will more
49:36 likely be engaging so people and players
49:39 are driven by an increase of their
49:41 competence a sense of progression
49:43 autonomy meaningful choices and
49:44 self-expression and relatedness the
49:47 social aspect intrinsically motivating
49:49 experience are known to be deeply
49:51 engaging for children and also like as
49:53 in the experience of flow in which a
49:55 person loses his or her sense of time
49:57 will engage in activity rings animals
50:01 but there's also implicit motivation how
50:03 a dirty little secrets such as life and
50:06 death drives and power seeking you
50:08 surely also have heard of the brain
50:10 pleasure centered triggered by learning
50:12 another novelty among other things and
50:14 the brain reward circuitry well known by
50:17 casinos so we need to buy all these
50:18 things and it's again we're just
50:22 scratching the surface of them but
50:24 here's example have you can do that
50:25 Nintendo is super
50:28 that you can tease the players because
50:30 it's more motivating motivating to get a
50:33 meaningful we will reward than just a
50:35 pat on the back or to unlock it out of
50:37 context achievements tutorial completed
50:40 Congress so an example of Zelda
50:44 this is from Phantom Hourglass MTS
50:47 before even learning about the existence
50:50 of a grappling hook the player starts
50:52 encountering these poles everywhere
50:54 sometimes you even see a pole next to
50:59 chest you cannot reach and then get the
51:01 grappling hook and then you have that
51:03 Eureka feeling yeah this is what the
51:07 bulgar for now I can use that new tool -
51:11 you've reached the chest I remember from
51:15 so that's really important in design and
51:18 this is the locks and keys show the
51:21 locks before giving the keys the locks
51:23 will tease and model big players to
51:26 figuring out give them agency and once
51:27 they get the key
51:29 it will feel way more rewarding because
51:32 it's a more meaningful and intrinsic
51:36 impact here's another way you can simply
51:38 choose your players let's take a look a
51:42 fortnight's head here so that's the new
51:45 head the previous Hudson from a year ago
51:48 you could actually do anything on the
51:50 head you can place your weapons and
51:52 abilities and gadgets anywhere you
51:55 wanted but we saw that players they were
51:58 gaining a new ability or new gadget and
52:00 there were not even using it so what the
52:04 so what the designers did they
52:07 redid the head and they compartmented
52:08 the different elements you have so you
52:12 usually don't see the names it's just
52:14 when you open the inventory but you see
52:15 you have one slot for harvesting tool
52:17 because this just one horizontal and you
52:19 have it for your weapons and stuff for
52:22 gadgets and slots for abilities and this
52:24 is where you can actually see that hey
52:27 there is another slot as empty it means
52:29 I can get something soon and once you
52:32 see that the slot is now full you are
52:35 more motivated to actually try this try
52:38 this new gadget so that's that
52:40 it's an easy way to get the players
52:42 motivated because you can see that it's
52:44 empty then you see that's full until you
52:50 try it so to get engagement and notaire motivation
52:51 motivation
52:54 you also need depth so this is an
52:56 example of character midterm and
53:01 long-term motivation with pokiman so you
53:03 see that at the beginning you need just
53:05 to win the match that's your short-term
53:07 goal catch more pokiman then midterm
53:09 goal is going to be to beat the next
53:11 trainer and to involve your postman and
53:13 you always have that long-term goal you
53:15 know we gotta catch them all and be ble
53:17 for so that's really important if you
53:21 had these to convey all these depth but
53:23 the risk is you don't want it to be too
53:26 complex and overwhelming so fire so
53:28 that's a bit complicated when you do
53:31 want to show the depth and the long term
53:35 goals last year to do a quick digression
53:38 on social impact on learning humans are
53:39 highly social creatures this is how we
53:42 get we got to survive overwhelmingly
53:44 research and education has found that
53:45 cooperative and collaborative learning
53:48 environments are optimal so games in
53:50 general and multiplayer games in
53:52 particular can really benefit from
53:54 social learning but simply having a
53:56 social partner is not enough though the
53:58 social interaction has to be the high
54:00 enough quality that is does not detract
54:03 from the learning situation so a good
54:05 way to do it is mentorship in mentorship
54:08 in games such as Eid and Team Fortress 2
54:09 so think about how you can meaningfully
54:12 enable social learning in your game or
54:14 even outside of the game after all
54:16 social learning with Minecraft happens
54:18 when the outside of the game on YouTube
54:24 on Twitch so to get to immersion mind
54:26 the emotional response the complexity
54:29 versus depth their main objective there
54:31 is to teach the player to show the
54:33 progression path and you can use
54:36 motivation principles again sorry I'm
54:38 just going through all that very quickly
54:40 but just to give you an overall
54:42 understanding of this so let's wrap this up
54:43 up
54:46 research research and science of
54:48 learning I would suggest that there are
54:50 three kinds of engagement behavioral
54:52 engagement it's like following the rules
54:54 destruction so in our case is very close
54:56 from removing the barriers to making
54:59 sure the game is usable car leaving
55:02 havens investment in learning active
55:03 learning an emotional engagement
55:06 effective reaction which is at the core
55:08 of motivation so each type of engagement
55:10 is critical for learning because they
55:13 all foster staying on task stay engaged
55:15 that's why you need to keep in mind
55:19 these elements as always keep in mind
55:21 also the limitations of the brain and
55:23 you can use York skylines as a checklist
55:27 but this is just a checklist these is
55:29 just ingredients it's not the recipe
55:32 I'm sorry sadly all this knowledge can
55:35 only get you that far what we saw our
55:36 ingredients again it's not the recipe
55:39 the recipe this is what you gonna have
55:41 to figure out by tweaking the
55:44 ingredients supercell recently said in
55:46 an interview that it killed 14 games
55:48 before it was able to successfully
55:52 launch its fourth game clash Royale 14
55:54 this is another example this is showing
55:58 League of Legends beta versus now you
56:01 can see like they had a very huge and
56:03 awesome uux team there and you can see
56:06 all the iteration that went through to
56:09 get there so at least with these
56:12 ingredients it's gonna save you time and
56:15 had the right message to right mindset
56:17 to progress faster through iterations to
56:19 good luck
56:23 that's it I hope this stuff was useful
56:24 to you and pulls these flies on my blog
56:27 ASAP and you will find the references to
56:28 all the research I was talking about as
56:31 well I like to warmly thank the 49
56:33 appearing teams following me show their
56:35 rough design and artwork special thanks
56:37 to Peter Elias our our director on for
56:39 tonight who I know is dying a little bit
56:41 inside each time I'm showing your own
56:45 the artwork yes he lets me do it a big
56:48 thank you for you all for waking up
56:52 early in to share some lyrics love with
56:55 me so thank you thank you very much you
56:55 you [Music]