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Being Multi-Minded: How Player Dynamics Designers Think

    This is our 2nd review of Player Dynamics, part of our ongoing effort to give more information about the ways in which Player Dynamics impacts games. The first article addressed the current situation of Player Dynamics design. We are now going to dive into ways to aid all of us at Riot think as the Player Dynamics designer, introduce the language used in Player Dynamics discussions, and explain the reasons Player Dynamics is important to build better community, structures of social interaction and games.

    Being multi-minded

    We’ve found that mastering this phrase is a simple way for anyone to rapidly take on the role of a Player Dynamics-thinker regardless of the role they play Be multi-minded.

    It is intended to be used by people who are not designers, the term “multi-minded” has a conceptual basis related to design-thinking and human-centered designs. But these methods focus on making products that are user-friendly as opposed to Player Dynamics – the multi-minded approach is focused on the creation of products that are socially friendly.

    Being multi-minded is a habit and way of functioning at work and in daily life that acknowledges:

    • Behavior doesn’t happen in isolation
    • Behavior is a result of a person’s environment, and is often influenced the people around them.
    • Every person has their own prejudices (personal or cultural.) that affect how we see and interact with the world.
    • Inclusion-based approaches create better products and healthier environments for larger audiences.

    When you’re multi-minded you’re thinking like the Player Dynamics designer.

    When it comes to product development Multi-mindedness is about negotiating, and sometimes managing the interaction between people and the environment to foster healthy interactions.

    In a different method, being multi-minded similar to hosting a party at your house (an analogy that I would like to have thought of first) that you’ve set the perfect atmosphere for people to feel comfortable and comfortable to have fun. Being single-minded means believing that everyone is looking to be treated the same way as you do. Imagine the party being attended by thousands of people from all corners of the world , who all have their own vision of an ideal party should look like.

    This is the basis of Player Dynamics, but needn’t be limited to designers. Businesses that are multi-minded can increase the chances of developing products that resonate with worldwide audiences, and also create an inclusive and diverse design environment for their products.

    Multi-minded product development

    Multi-minded product development is possible through an approach that is based on diversity. method:

    The purpose of this strategy is to arm your staff and yourself with the tools and people that will ensure the correct perspectives are taken into consideration to provide the best possible experience for the biggest possible audience.

    With the appropriate structures and systems established No group should be considered an afterthought. Accessibility identity, identities and cultural biases as well as personal safety concerns All of these and more are included in the initial product-thinking. With the right tools, we can be sure that we’re focusing on a global perspective and not focusing too much on the area we live in (which is normal and simple to do).

    What types of Player Dynamics tools can you make use of in your diversity-first approach? We don’t have time discuss a lot in specifics, but here’s some at a high degree:

    • Personas. Research-backed fictional characters which represent subsets of your viewers.
    • Subgroups of behavior. Heuristic built on deconstructs of the most common patterns of behavior.
    • statement of points of view. Helps people incorporate different perspectives into an all-inclusive problem statement.

    We suggest combining the above tools with other tools to really make things more concrete and apply all the data you’ve collected to use:

    • Interactive travels. Experience maps of many people displayed in parallel. They can be wireflows or high-quality slide shows.
    • Prototypes with multiple perspectives. Side-by-side lo-fi prototypes that allow us to review and design experiences with several perspectives simultaneously. Great for developing real-time social interactions.
    • Conflict canvas. Handy tool for testing a feature’s ability to be positive and disruptive behavior using the lens of typical types of conflict in groups.

    Utilizing all of these tools together can assist us to be multi-minded and to put diversity first.

    Conclusion

    As you can see, this issue is very complex, and the pain is real. We get it. We are working on these games, and we play these games. We listen to the community’s concerns. We’re not turning a blind eye to the issue and are seeking lasting solutions that provide better experiences for everyone who plays our games.

    The goal of this article is to demonstrate the lengths to which we’re willing go to make our gaming experience better and to create more healthy gaming communities. We know that these long-distances can lead to uncomfortable discussions that are philosophical, academic, or even scientific. There isn’t a magic bullet or quick fix which can instantly change a player’s behaviour in a way that is pleasing to everyone. Trust us we’ve tried. To improve our methods we’re looking for new ways to approach. Traditional methods yield the same results.

    However, regardless of how carefully we plan it, there is always the possibility that someone playing the game has a miserable day and chooses to blame their teammates. We will be able to intervene in our games when there is any disruptive behaviour.

    The answer to this issue isn’t just playing whack-amole playing with actors who are bad. It’s not only a single system or feature. It needs to be inclusive and cover all of our business and our ecosystem. It’s the culmination of many concepts and changes that are that are incorporated into the fundamentals of games. If the changes are made the games will be packed with more GLHFs than FFs.

    It will take some time.

    Luckily, we’re not the only ones. More than 250 businesses are working on this issue. We’re determined to share the best practices we’ve learned since we all share an identical goal: to create a more welcoming, gentle and fun gaming experience for all.