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Feature: 'The Psychology Behind Games'

In today's main feature article (free reg. req.), Anders Hejdenberg, the former lead designer for lead designer for Battlefield 2: Modern Combat's multiplayer sect...

Simon Carless, Blogger

April 26, 2005

1 Min Read

In today's main feature article (free reg. req.), Anders Hejdenberg, the former lead designer for lead designer for Battlefield 2: Modern Combat's multiplayer sections, discusses how psychology and brain function can be analyzed to help design better games. Anders comments, in the introduction to this in-depth feature: "We are all familiar with the feeling we have when we are completely caught up in a great game. The state where we are completely focused on playing, and all other things become irrelevant. This article is about that feeling – why we get it when we play games, and how we can design games that give us more of it. In the first part of the article we will look at how we function as humans; what our drives are and why we enjoy certain activities... The second part of the article focuses on how games can be designed to cater to the player's needs, interests and abilities." You can now read the full Gamasutra feature on the subject (free registration required.)

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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