Event-Based Dynamics (EBD) for MMOs Systems.

Role — Lead Social Gaming UXR, HCI Researcher

Year — 2017-2018

Event Based Dynamics (EBDs) form UXR Model designed to build gaming content, analyse fluid user experiences, and expand its production upon players’s expectations in Massive Multiplayer Online Games (MMOs).

  • Goals — Design a gamification interaction system to gather players in an event-to-event fashion (resembling an episodic series), involving them in the game lore as protagonist characters, while promoting talkative community-based value transference dynamics among players, so that the system can extract narrative information to feed next events. Providing informed scaled goals for the design/production team to offer content via continuous qualitative Big Data tracking of experiences.
  • Challenges — Apply social gaming strategies for building emergent emotional communities of involved players. Mapping goals and event rewards. Scaling magnitudes of periodical narrative disclosure.
  • Learnings — Big project, great concept: I value the dedication of many people providing the project with rich narratives to generate alternate event directions. System conclusion: tracking players’s community-oriented Motivations and Intentions makes more effective production, while benefiting players’s enjoyment. Make technology an interactive bridge among people.

Overview of the Project.

Attentive and attuned to the users’s actions and decisions, EBDs contribute to build person-centered software for MMOs. The system works as it is made able to forecast a significant UX rate called ‘Player Expectation’: the assessment of players’s desire for something to happen or be the case as manifested by their beliefs that some goal is wished, certain token is wanted or specific elements are necessary.

Below — HOME OS Landing

How the EBD System Works.

Data can be gathered by generating specific markers, extracting their rates from profiling players’s gaming styles, assessing actions of groups and observing what, when and how they act, and analysing through anonymous, non-relational and indirect Natural Language Interpretation on chat and forums texts, etc., what publics believe, desire, need and expect from the game.

With feed on this rate, the team can first contrast multiple data by gathering the requirements and aspirations that are crucial for each player. Then, the system actualises the circumstances in which every user is installed in, being able to offer them the kind of experience that is being required. Through an evaluative process, the software reshapes the aspects of the game that are being enjoyed in every moment, making each user’s experience unique and new.

EBDs work launching periodical script-driven events, where players can meet to play along in a community-based type of social gaming interaction. Recognising the expectations of each user event by event, EBDs make the story of the game, the very story of its users, their decisions, their journey. 

EBDs can be applied from UXR assessment to environment design, framing how the game generates scenes and expands the world, to story lines, guiding writers on effective event scripts and making the very players protagonist figures of the lore, to internal items and services offers, helping designers navigate through what players would probably be prone to acquire, which features would make it, or which payments and transactions could be held, to business and branding production, affording efficient pipelines and faster evaluation.

The Economics of Developing the Right Content for the Right Targeted Audience.

EBDs inform designers which experiences users desire, what content to launch, how profitable it would be, and when to implement it. Through Big Data Mining applied to a company’s indoors business intelligence protocols, EBDs explore in each event hundreds of UX rates, for ultimately deliver new content in order to fulfil users’s expectations, personally and collectively. These new contents will be automatically delivered in further events, on a serial fashion. The strategy deeply reduces the error-range when launching new content, even when producing it, for developers just build what dynamic analyses conclude that would correctly fit into their audience expectations.

Advancing Sensitive AI through EBDs.

A variegated and fluid person-centered design of playing situations in current video games comes through building Artificial Intelligence (AI) agents attuned to what players do and decide. By applying studies on meta-ethics and decision making protocols, behavioural analytics, and Data Science to the AI agents of a massive open world, EBDs can connect Player Expectation rates with AI actions, developing a sensitive form of interaction between the users and the surrounding virtual world. This expresses as an evaluative AI that comes with emergent and individually-driven responses towards the actions and voluntarily decisions of each user. The aftermath: by respecting and listening to the player’s life in the game, each interaction with the AI would be different, fresh, and oriented to the player’s personality, avoiding boredom, monotony and disengagement rates, enhancing derivate replay. The main goal keeps into the social: EBDs bind an ultimate community of players around the game itself and its creators, guaranteeing the best information available to develop the precise video game that its players want at every moment, in every market place.

*Images show excerpts of the design process for ‘HOME Outlaw State’, an MMO by BM Studios, where EBDs were applied in its first version.