Making games with empathy

Making games with empathy

I have been thinking about this subject for many years; I have not been able to organize my concepts into a digestible format, I still can't, but I think I will rely on my gut feelings and put this out.

This is copied from Wikipedia, the history of "garbage in, garbage out" or GIGO:

It was popular in the early days of computing. The first use of the phrase has been dated to a November 10, 1957, syndicated newspaper article about US Army mathematicians and their work with early computers,?in which an Army Specialist named William D. Mellin explained that computers cannot think for themselves and that "sloppily programmed" inputs inevitably lead to incorrect outputs. The underlying principle was noted by the inventor of the first programmable computing device design:

On two occasions I have been asked, "Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?"... I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question.

Charles Babbage ,?Passages from the Life of a Philosopher

?

Often, I am not so confident that we have escaped "sloppily programmed" games; the games always do what we input and not what we intended.?We don't always do what we want to do because we are humans and prone to make mistakes.

The games only perform garbage in garbage out because it has no mind; they do what the players told them to do, and they don't detect intentions and correct mistakes.

Over the years, I have noticed that many game developers expect the players to understand why the games are designed in a certain way. The developers "blame" the players for "not getting it."

What if we turn the table over and ask ourselves, who are the intended players? What do they want? How can they be pleasantly surprised? Instead of expecting empathy from the players who have never met us, how about we empathize with the players playing our games?

I remember a co-worker that accidentally dragged everything on his windows desktop into his trash bin then pressed a button, and everything was gone. I vividly remember this because I had to help him recover the files. The operating system should have never allowed the users to make such dumb mistakes.

Much software, like games, does EXACTLY what the users command the software to do, even if the commands are dumb and self-defeating. Therefore, I propose that developers of games should empathize with the players and double-check for their input that might have been a mistake. Use AI, machine learning, or whatever means to understand the player's true desires/intentions over time, rather than discreetly only interpolate each input device?

Where you think you are touching on the screen, may not be where you are really touching.

When we play mobile games, our thumbs or fingers are often between our eyes and the screens; there is a perspective offset. Good games would compensate for that discrepancy, and mediocre games do precisely what the players input. This correction may be necessary because our players' behaviors may not always reflect their intentions.

Give players what they want and not what exactly they ask.

Make games with more empathy.

Doug Crowe

Focused on Giving High-Value Referrals ? Referral-Centric Marketing ? Entrepreneur Magazine Contributor ? PR & Media Insider ? Fractional CMO ? Personal Branding

1 年

This is a very fascinating article on using empathy in game development, Monte Singman. It made me think about the power of games to create immersive and emotional experiences. One question that came to mind is, how can I apply the principles of empathy and storytelling to my own work, even if it doesn't involve game development?

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