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How commercial video games are designed to develop players' skills
Through interviews with developers behind commercial titles including Borderlands, Portal and Lara Croft, this post explores how such games are designed to exercise certain skills and competencies in players, which may also be valuable beyond the games.
Do commercial game developers think of their games as having the capacity to develop useful skills in those who play them? Or, do they believe video games present players with opportunities to learn something about the world, or about themselves? Might developers consciously include such opportunities in their games, despite their remit to entertain and – in most cases – generate revenue? To explore some of these questions, games industry personnel responsible for developing the games used in the previously described study were interviewed. The interviews began by asking developers if they had considered that their respective games might develop useful skills or experience in players.
Paul Hellquist, Creative Director and Lead Designer on Borderlands 2 (Gearbox Software 2012), is clear that the development of such skills was not a goal on that game. However, in retrospect, Hellquist identifies how the player’s application of critical thinking is embedded in the game’s design:
That was certainly not a goal, to make a game that encourages people and helps them learn how to collaborate or whatever. But I definitely can see how the game could help with that. Certainly, critical thinking was important to me. My goal wasn’t to teach or to train, but from my game design standpoint, critical thinking was important to me.