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Game Designers Theories

Game Designers Theories

wildpins
RedPin's Game Jorunal · · 5 min read
2,248 2
This will be long, as in parts of a series. I will be going over how to implement systems that will allow you to meet the psychological needs of your target audience. You will be going into Game Theory, Complexity Theory and Chaos Theory. The details for analyzing such will be based on randomized examples. These examples will be taken into effect, and distributed only as examples. Such radical endeavors of this radical undertaking of using such information as valid will be implied as lunacy. These examples are for you to look over and conclude your own theory, thus sparking you to run a detailed analysis on proving facts that you have about your game and PR Data.

I want to begin with a simple introduction into such a advanced concept. We will begin with a section on public relation data of the United States data. We will be introducing our target audience and what they like and dislike. We can then conclude their most basic needs to meet psychologically. This will result in us building a system of systems to meet their needs, and adapting suck systems to meet their changing psychological needs. I will begin with data and end with a example system structure each lesson. The lessons will conclude also with a analysis statement of whether or not the system will meet the in demand needs of the target audience.

Public Relations Data Section

United States of America


California Targeted Public Relation Data
Caucasian Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Mexican Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Indian Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Italian Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Japanese Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Chinese Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Korean Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Vietnamese Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Russian Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover
Other Age: 17-25 Gender: Male Targeted Psychological Status: Horror Lover

Actual Public Relation Data
Caucasian 3.45%
Mexican 7.78%
Indian 0.71%
Italian 2.51%
Japanese 2.73%
Chinese 1.98%
Korean 0.34%
Vietnamese 1.39%
Russian 5.80%
Other 23.99%

Creating a System based off Public Relation Data and Psychological needs


The system will consist of target males the age 17+ that love horror. We do not other ethnic makeup, so we can not directly cater to this. We will design a system that will cater to ALL Horror Lovers. the first system will then be called "Choice System".

Choice System

The actions of your choices contain psychological value to them inside the game. As a result, you gain specific outcomes that are calculated based on a point value given from the choices you make. Choice 1 might contain a point value of 4. Choice 1 every time will pertain to a point value that will match up or exceed the value depicted for the reaction of just picking choice value 1 every time. The reaction needs to be fluid, so there can be no hiccups. hiccups would include the wrong interaction or outcome of the choices, like picking I like bunnies and getting a dog ending. We want to match up the choices on the value system as accurate as possible. Based on PR Data, we then will conclude what psychological need we are satisfying or fulfilling as this choice system is being used. Like everyday, we need to simulate the bare subconscious routines and decisions for the player, even if they know that they are psychologically being satisfied by the game (a outsource that the human mind can tell). You can not fool a person's mind, but if you meet that psychological need, it will then in return result in a pleasant experience regardless of character or values at current time.

The choice system will then need a factor. How will people en mass react to the choice system? Complexity Theory will then come into play. We want to know how well will the choice system work in groups, what their choices will be, and what needs we will meet. We will find that majority of the psychological needs will be met, with a factor of 8% of our gamers with a rejection of the current choice values. The choice system redundancy will cause quite a stir the second or third play through of the game, resulting in a increase of 12% psychological needs being unmet.


Multiplayer Complexity Theory


How will people react to decisions, actions, interactions, and game mechanics in multiplayer? We can deduce that most of the players will react the same until a event triggers the meltdown of the multiplayer match. The system we will develop to match a chaotic uncontrollable factor will be a system designed around meeting and predicting the players psychological needs during each match. We can then create a ai, with randomized effects such as unpredictable events. We can therefore change the map, create special unique events such as lightning striking a window or window blowing flames through a important part of the map. we want the ai to determine the data of choices that the players made. Based on that alone, we want the best possible system solution. Gun customization, perk mechanics, layout of maps, special economic values based on guns, points, fair trade, and match up factors including match types, rewards, length and duration, and time of event. Do we want raffles and gambling inside the game? Do we want to link each system fluidly together? This all depends on how people will react with each other. On the internet, it is absolutely predictable.

Any questions? I'll be creating a journal update every X days. I might also amend this article when I'm less sleep deprived.

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