The Experience is in the Player's Mind
The author lists a number of the mental abilities that make gameplay possible - modeling, focus, imagination, and empathy. There are a couple other items (motivation and judgment) that have sections in the chapter.
Modeling
Humans perceive reality, and form a mental model of it that may not, in fact, be accurate - but it is through this mental model that new information is assessed and assimilated, and the model itself does not change until there is a significant event.
Modeling enables to identify new information in the context of older information - the example given is a cartoon character that doesn't really resemble a person very well, but the mind identifies certain features (eyes, moth, general shape) and is able to accept it as a representation of a person.
Modeling also enables us to enter an environment where nothing is familiar and, in a very short time, develop a mental model that helps us to understand it, in and of itself. We come to understand and accept the "world" of a game and the actions within it, even if we have no mental model from the real world (e.g., a person who's never been in a plane can figure out a flight simulator game)
Focus
Another critical technique is the ability to focus attention selectively. The example given is the cocktail party effect", where there is a lot of action and noise, but we are able to focus on the conversation among our immediate group and "tune out" the various other stimuli.
There's also some discussion of the careful balance between complete boredom (where everything is known and the mind goes on autopilot) and bewilderment (where so much is going on that the mind gives up trying to make sense of it). This is an area called "flow" where the mind is most attentive and focused.
Getting a player into a flow state requires:
- Clear goals - A person who's unsure of their desired outcome loses interest in the activity
- Lack of distractions - Too many distractions from the task result in bewilderment and lack of focus
- Feedback - As we act, if there is evidence of the results the action, we are better focused. The more immediate, the better.
- Challenge - If a task is easy, it becomes monotonous. IF it is too hard, we lose interest. If it is difficult, but achievable, we remain focused.
- Continuity - Once a task is completed, another task must be presented. Flow stops when we reach the finish line and there's nothing left to do.
Empathy
The ability of human beings to project ourselves into the place of others is key to character-based games. In a way, a game is role-play, where the player "becomes" the character in the game, or at least identifies with him, and attempts to act in that capacity.
Imagination
The ability to imagine and visualize are key. Without imagination, a computer game is merely lights and noise with no discernable meaning. It also enables the designer to provide a few details and rely on the user's mind to paint the rest of the picture, and to become curious about the details he cannot fill in.
Motivation
The author sketches out Maslow's hierarchy as an important consideration when designing a game. Different players respond more favorably to games in which the "problem" is on a specific level of the hierarchy:
- Physiological -"Survival" needs such as food, water, and shelter
- Safety - Being secure and stable, in a position where you are not vulnerable
- Social - Relationships with friends, family, peers, etc.
- Personal - Achievement, gaining new skills, getting recognition
- Self-Actualization - Holistic "growth," creative expression, fulfillement
Try to consider a game from the perspective of this hierarchy: on what level(s) does the game operate?
Judgment
Judgment is a key factor in games. On some level, a person who plays a game is looking to be judged - to face a situation in which their skills will be assessed and tested - and where their self-improvement and development can be readily measured.
Conventional logic would seem to dictate that people dislike being judged - but this is not so: they dislike being judged unfairly. And in that way, a game can be seen as an objective, impartial judge, whose judgment the player values and relies upon.