Friday, 7 September 2012

Juiciness as the visceral design manifestation in games

Juul (2010) highlighted the component of juiciness in games and related it to Norman's visceral level of emotional design.

Juiciness occurred in both hardcore game and casual game, but in different conditions:

…hardcore game design has diegetic juiciness, which is juiciness within the game world, but casual game design is characterized by nondiegetic juiciness, which is juiciness that take place outside the game world. Hardcore juiciness takes place in the 3-D space of the game; casual juiciness takes place in screen space, but addresses the player in player space (Juul, 2010, p50)

Casual game design commonly features excessive positive feedback for every successful action the player performs. Casual game design is very juicy. 

Apart from juiciness, herewith the other four components of casual game design:
1. Fiction: The player is introduced to the game by way of screenshot, a logo on a web page, or the physical game box. Casual games are generally set in pleasant environments. Casual game design has emotionally positive fictions as opposed to the mostly emotionally negative, “vampires and war” settings of traditional video games.

2.       Usability. The player tries to play the game, and may or may not have trouble understanding how to play. Casual games presuppose little knowledge of video game conventions. Casual game design is very usable (for educational purpose as well).

3.       Interuptibility. A game demands a certain time commitment from the player. It is not that casual games can only be played for short periods of time, but that casual game design allows the player to play a game in brief bursts. Casual game design is very interruptible. 

4.       Difficulty and punishment. A game challenges and punishes the player for failing. Casual games often become very difficult during the playing of a game, but they do not force the player to replay large parts of the game. Single-player casual game design has lenient punishments for failing. The experience of punishment in multiplayer casual game design depends on who plays. 

References:

Donald Norman. (2004). Emotional design: why we love (or hate) everyday things. New York: Basic Books.

Jespal Juul. (2010). A Casual Revolution: Reinventing video games and their players. Cambridge: The MIT Press.