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Why Game Designers use Maslow

🎮 In our latest exploration, we delve into the Player Hierarchy of Needs, a gaming twist on Maslow's model. From grasping the basic elements of play to the immersive core fantasy, and finally, the external fulfillment that resonates even after you set the controller down. 🕹️ We'll dive deep into the layers that make or break a gaming experience. 🔍✨

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Why Game Designers use Maslow Why Game Designers use Maslow Why Game Designers use Maslow Why Game Designers use Maslow Why Game Designers use Maslow

Comments

The cake is a lie. 😆

Robert

I have a similar problem with interfaces, not really in games but also when working with different programmes. Basically I started at som point counting (click's). And prefair to have everything that I need often reachebal in 1-2 Clicks. Functionality I don't need (often) I prefer to hide somewhere. I totally dislike this selection weels you often have in multiplatform titles (Press a button, move the mouse, release the button) Maybe that work with an controller but with he mous it feels just wrong. If you compair this with an F-16 it is like using the Joystick of the plain to select the weapons just to safe money on hard keys. On a fighter plain you will realise that there are multiple layers of interaction. 1. Everything to fly/move the plain. (This will always be awaileble) 2. Triggers the normally charge based on the settings but basically they do a certend configerebal action now. (E.g. fire selected weapon,...) 3. Configuration (e.g Selecting a wapon, changing radar setinds usw.) They had normally an long lasting effect.

Robert

Related: Overly sarcastic Productions recently put out Trope Talk: Tone Armor. That's a good watch. This discussion on "needs" is an interesting psychological angle, but difficult to analyze with certainty. Could some of this help explain what seemed off about Starfield? There was a lot that went well in development (all things considered with the scale of it), but the end product never quite felt right. A lot of these layers seem inherently subjective, like an "intuitive interface". Sometimes a game is designed with a lot of controls (ex: flight simulator) and "intuition" seems almost impossible in the face of all the controls that need to be made available. Do you have any idea how many controls are embedded simply in multi-layer menus in an F-16's MFD? It's a lot :). I've thought a lot about intuition because I have a history of breaking and getting lost in controls that others have found intuitive. That's a sensitive spot for me :)

chromicacid


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