PX 4: Neuroscience and the Thinky Bits

This is part four in a multi-part essay covering board game “Player Experience” or “PX” The earlier posts aren’t prerequisites for this one, but I recommend checking them out anyway 🙂

This week, we’re going to tackle brain chemistry, neurotransmitter hormones, and some of the deeper psychological aspects of what’s going on during a board game, and how the Player Experience is molded by those things. Full disclaimer, I’m wholly unqualified to discuss this aspect of the PX topic; I’ve done my best to research each of the aspects I’m presenting below, but if your areas of expertise overlap what I’ve got down here, I’d love to connect and revise this a little bit. Please reach out!

BPx7OA lot of popular press these days seems to be covering the hormones that influence our moods, feelings, and reactions — sometimes in fairly simplistic ways: I needed a dopamine hit, so I ate a cupcake. The science, however, appears to be painting an increasingly complex picture (he says, as he’s about to lay out a super-simplified worldview). The “heavy hitters” in your brain that we can cover at a high level here include, with very simplistic explanations:

  • Dopamine — regulates the reward center of the brain. Something good happens, and you get a little hit of it. You feel good.
  • Serotonin — has a major influence over mood regulation. The vibe at the gaming table likely is tightly connected to the players’ Serotonin levels. But that’s actually just a hypothesis; current science doesn’t actually know the exact purpose it serves, only that it’s definitely important.
  • Oxytocin — sometimes jokingly referred to as the ‘cuddle hormone’ (because it appears to be generated in high quantities during cuddling) contributes to the overall feeling of bonding among people. Ironically, it is also turning out to be related to high-stress situations as well, with research finding that extended stressful childhood experiences can lead to anxiety issues later in life.
  • Adrenaline — causing the ‘fight or flight’ feeling — released by danger or during competition.
  • Cortisol — Adrenaline’s arch enemy, released during stressful situations to lower Adrenaline levels, and has big impacts on digestion and other bodily systems.

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Player Experience is Other People

This is the third topic in a multi-part essay covering board game “Player Experience” or “PX” You don’t have to read the others first, but it does reference several concepts from before, so I highly recommend it.

“L’expérience, c’est les autres”

— with apologies to Sartre

When designing a game, there is one major factor which is nearly impossible to predict, and accurately accommodate for, all combinations of: The other players around the table. Since most games are competitive, players are attempting to beat one another, overcome the obstacles put into place by each other, etc. Therefore, a huge aspect of Player Experience is necessarily who is sitting across the table from a player[1].

A troll player who disregards the intent of a game, or intentionally goes out of his or her way to grief the other players is going to cause a negative experience for them. Likewise, a player who never wishes to “step on toes” may also impact the game negatively by failing to drive in-game battle economies as expected. Continue reading

PX #2: The Familiarity Spectrum

This is an installment in a multi-part essay covering board game “Player Experience” or “PX” I highly recommend you start at the beginning, but it’s certainly not required 🙂

The experience a Player has with your game is going to vary based on a lot of factors. Imagine someone brand new to your game. Thay have no familiarity with any aspect of it, though perhaps they have seen the box. Maybe they have read the rules, but there’s no way to know. At the other extreme, lies you, the designer. You’re not only familiar with all the aspects, but also the history of each component, and the full evolution of each mechanic and each system. Anyone who sits down to experience your game is going to fall somewhere along this spectrum of familiarity. Continue reading

Player Experience (PX) Series #1: A Primer on User Experience and Interface Design

This is an installment in a multi-part essay covering board game “Player Experience” or “PX” feel free to start at the beginning, or just jump right in!

Valour with TeapotTo begin our exploration of Player Experience (PX), I feel it’s important to take a step back, and understand some underlying concepts. Luckily, there have been decades of research on human-centered design (and, turns out, board games are intended for consumption by humans). So to set down some vocabulary around fundamentals, we’ll begin with an analysis of board games from a raw “User Experience” or “UX” perspective.

No discussion of User Experience or Human-Centered design is possible without a peek at the research of Don Norman. In his seminal work, The Design (‘Psychology’, in some printings) of Everyday Things, he lays out a series of terms for describing an experience a user can have with a system. He’s gone on to clarify many of these topics through successive editions of the book, and a great online presence. Continue reading

Designing the Player Experience (PX)

IMG_4515When designing, it’s easy to get hung up on the details in front of us — the mechanics, the theme, the components. But ultimately, the point of designing games is for others to play them.

And why do they play them? In my view, it’s to facilitate a rich human-human interaction, unique from just about anything else. Competitive, fun, a centerpiece for conversation, a reason to get together with people you may not see frequently, and so on.

Because these interactions are fundamentally human in nature, we designers have a responsibility to understand the user experience, or, as I’m going to not exactly coin, (as there is a bit of previous research on this) but to champion the term “Player Experience” or (PX), even if that’s a bit on-the-nose as an adaptation from the software world, where the emphasis by good product teams is the “User Experience” or “UX”. Continue reading

Designing from First Principles

I’ve written before about different tools for running play-tests, ideating on designs, and interpreting feedback, but none of those have ever really covered how to develop a framework around implementing that feedback.

After I sent my proto off for publisher review, I started mentally projecting myself into a future where I would be asked to make hard decisions about Valour’s final incarnation, and I could picture this publisher having to interact with designers who were defensive about their baby, and making the process challenging. Based on conversations I’ve had with play-testers, I knew there were some things I was totally unwilling to change, things I would happily change, and some gradient in between. But if the publisher came back and asked me about changing “X”… how would I determine where on that spectrum that landed? Continue reading