Starring: The Player | How players relate to your world
Tuesday Human Dynamics Meaningful Choice narrative The player
Experience Designers / Game Designers
Focus & Play
14.15 - 15.00
Completing the research on human dynamics, and how players experience immersion, Jasper will focus his third talk on Up the Game on how players relate to the fictional worlds we are presenting them. A lot of creators put a lot of time and effort into making the player feel like ‘the hero’. Yet this hero does not always have to be a superpowered, epicly qualified and highly skilled person. What if we let the player enter our worlds ‘as themselves’ instead of something we tell them to be. What if we abstain from forcing roleplay and/or character development onto our players and rather focus on how we can create compelling worlds and -stories that will invite the player to act in ways outside of themselves, while always being able remain and identify with themselves.
He will talk about different methods in which we can position our players within the experience, using different techniques used in other forms of entertainment. How the suspension of disbelief is easier to maintain when players don’t feel like they have to play something outside of themselves. And how players are willing to adapt to new rules, -behaviours and -habits when all of those are an integral part of your human interaction design.
A final chapter on human dynamics for creators that were intrigued by Jasper’s previous talk about actors, or the well received talk about Meaningful Choice.
I’ve been active in the world of Real Life Experiences since the early arrival of Escape Rooms in Western-Europe. Aside from playing them, and made it my profession to write narrative structures for Real Life Experiences with a focus on Story and Interaction. Quite soon I figured out that these experiences need more than a solid game-design.
I make it my personal goal to take the Real Life Experience market to the next level, by using my skills as a director and narrative writer. Implementing idea’s like that of using actors, and creating meaningful choices I hope to be creating epic, larger-than-life experiences where players can feel like the protagonist in a story that was carefully woven for them and them alone.