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🎮 In our latest exploration, we delve into the Player Hierarchy of Needs, a gaming twist on Maslow's model. From grasping the basic elements of play to the immersive core fantasy, and finally, the external fulfillment that resonates even after you set the controller down. 🕹️ We'll dive deep into the layers that make or break a gaming experience. 🔍✨

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Why Game Designers use Maslow - Extra Credits Gaming

Take care of your hierarchy of needs with a free bag of fresh coffee with any Trade subscription at https://www.drinktrade.com/extracredits Unlock the secrets to player satisfaction! 🎮 In our latest exploration, we delve into the Player Hierarchy of Needs, a gaming twist on Maslow's model. From grasping the basic elements of play to the immersive core fantasy, and finally, the external fulfillment that resonates even after you set the controller down. 🕹️ We'll dive deep into the layers that make or break a gaming experience. 🔍✨ * Watch us ad-free & 24-hour early access on NEBULA https://go.nebula.tv/extracredits * * Get exclusive content & 24-hour early access on PATREON https://bit.ly/EHPatreon * * Show off your fandom with MERCH from our store! http://extracredits.store/ * *Interested in sponsoring an episode? Email us: extracredits@standard.tv* TWITCH: https://bit.ly/ECtwitch I TWITTER: http://bit.ly/ECTweet TIKTOK: https://bit.ly/ECtiktokz I INSTAGRAM: http://bit.ly/ECisonInstagram FACEBOOK: http://bit.ly/ECFBPage I BLUESKY: https://bit.ly/ECBlueSky HISTORY/MYTHOLOGY: https://www.youtube.com/extrahistory *Thanks for the high-quality conversations & for following our community guidelines here: https://bit.ly/ECFansRNice ♪ "Penguin Cap" by CarboHydroM - http://bit.ly/1eIHTDS I "Flow State" by Tiffany Roman Artist: David Hueso I Writer: James Portnow I Narrator: Matthew Krol I Video Editor: Devon House Creative I Audio Editor: Clean Waves I #ExtraCredits #Gaming #GameDesign

Comments

chromicacid

Related: Overly sarcastic Productions recently put out Trope Talk: Tone Armor. That's a good watch. This discussion on "needs" is an interesting psychological angle, but difficult to analyze with certainty. Could some of this help explain what seemed off about Starfield? There was a lot that went well in development (all things considered with the scale of it), but the end product never quite felt right. A lot of these layers seem inherently subjective, like an "intuitive interface". Sometimes a game is designed with a lot of controls (ex: flight simulator) and "intuition" seems almost impossible in the face of all the controls that need to be made available. Do you have any idea how many controls are embedded simply in multi-layer menus in an F-16's MFD? It's a lot :). I've thought a lot about intuition because I have a history of breaking and getting lost in controls that others have found intuitive. That's a sensitive spot for me :)

Robert

I have a similar problem with interfaces, not really in games but also when working with different programmes. Basically I started at som point counting (click's). And prefair to have everything that I need often reachebal in 1-2 Clicks. Functionality I don't need (often) I prefer to hide somewhere. I totally dislike this selection weels you often have in multiplatform titles (Press a button, move the mouse, release the button) Maybe that work with an controller but with he mous it feels just wrong. If you compair this with an F-16 it is like using the Joystick of the plain to select the weapons just to safe money on hard keys. On a fighter plain you will realise that there are multiple layers of interaction. 1. Everything to fly/move the plain. (This will always be awaileble) 2. Triggers the normally charge based on the settings but basically they do a certend configerebal action now. (E.g. fire selected weapon,...) 3. Configuration (e.g Selecting a wapon, changing radar setinds usw.) They had normally an long lasting effect.

Robert

The cake is a lie. 😆