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GDCTV: 'Why We Play Games Together: The People Factor'

Gamasutra is proud to present GDCTV, a new section showcasing streaming high-quality video content of some of the notable sessions of this year's Game Developers Conferen...

Simon Carless, Blogger

June 2, 2005

1 Min Read
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Gamasutra is proud to present GDCTV, a new section showcasing streaming high-quality video content of some of the notable sessions of this year's Game Developers Conference. In this latest session, in a format that includes streaming video with accompanying slides, we present player experience expert Nicole Lazzaro's "Why We Play Games Together: The People Factor", described as follows: "It's not the game, it's not the graphics, it's not the story, and it's not the AI. As XEODesign (which has worked with UbiSoft, LeapFrog, Sony Online, Sega, Roxio, and Maxis) presented at GDC last year; "Why We Play Games: 4 Keys to More Emotion Without Story," people play games for the experiences that games create. Creating more compelling experiences is the key to creating better games. Narrative, better art, and AI can increase player emotions, but they are not the only way. They may not even be the easiest way. Instead, this talk offers insight on how popular games such as World Of WarCraft, Halo, and Diner Dash leverage social interaction to increase impact without a lot of story, art, and code. Lazzaro presents results from XEODesign's latest Player Experience research on why we play games together. This new research on The People Factor identifies why people playing together feel more emotions such as Amusement, Schadenfreude, and Naches. Creating poignant game moments is hard, but almost everyone knows how to make a best friend laugh, get angry, or cry." You can now access the current GDCTV streaming lecture for 'Why We Play Games Together: The People Factor' (a brief, free registration process is required if you have not previously registered.)

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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