Emotional Design: Why We Love (or Hate) Everyday Things by Donald A. Norman

Emotional Design: Why We Love (or Hate) Everyday Things by Donald A. Norman

Author:Donald A. Norman [Norman, Donald A.]
Language: eng
Format: epub, pdf
Published: 2011-05-13T13:40:33+00:00


Video Games

Overslept, woke at 8:00. Only time for a quick coffee before the carpool arrives. The kitchen is disgusting, didn't clean up after last night's little party. Need a bath, but no time (the bathroom's flooded anyway from the broken sink I never got around to fixing). Got to work late and in horrible shape, was demoted as a result. Got home at 5:00, the repo man promptly showed up and repossessed my television because I forgot to pay my bills. My girlfriend won't speak to me because she saw me flirting with the neighbor last night.

Did you realize that this quotation is the description of a game? Not only does it feel like real life, but a bad life at that. Why would anyone think it was a game? Aren't games supposed to be fun? Well, not only is it a description of a game, it is a best-selling one called "The Sims." Will Wright, the designer and inventor of the Sims, explained that this was a typical day in the life of a game character, as developed by a beginning player.

The Sims is an interactive simulated-world game, otherwise known as a "God" game or sometimes "simulated life." The player acts like a god, creating characters, populating their world with houses, appliances, and activities. In this game, the player does not control what the game characters do. Instead, the player can only set up the environ ment and make high-level decisions. The characters control their own lives, although they have to live within the environment and high-level rules established by the player. The result is quite often not at all what their god intended them to do. The quotation is one example of a character unable to cope within the world its god created. But, says Wright, as the player's skill at creating worlds improves, the character might be able to spend the end of each day "sipping mint-juleps by the pool." Wright explains the problem like this:

The Sims is really just a game about life. Most people don't consciously realize how much strategic thinking goes into everyday, minute-to-minute living. We're so used to doing it that it submerges into our subconscious as a background task. But each decision you make (which door to go through? where to eat lunch? when to go to bed?) is calculated at some level to optimize something (time, happiness, comfort). This game takes that internal process and makes it external and visible. One of the first things players usually do in the game is to recreate their family, home, and friends. Then they're playing a game about themselves, sort of a strange, surreal mirror of their own lives.

Play is a common activity, engaged in by many animals and, of course, by us humans. Play serves many purposes. It probably is good practice for many of the skills required later in life. It helps children develop the mix of cooperation and competition required to live effectively in social groups. In animals, play helps establish their social dominance hierarchy.



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