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Maurice Klimek's avatar

I decided to translate something (using Gemini, for speed) I encountered at some point:

Here's the original: https://x.com/kwisc_/status/1708759214066184693 (I did make some shortcuts)

šŸŽ® The Diagram Every Game Reviewer Should Know: A Possible New Review System

A few words on player engagement.

Games can engage us in many different ways. Jacek Wesołowski, citing Mark LeBlanc, presents 8 such forms of engagement and illustrates them in the diagram below.

A designer can consider how their game should engage the player, select 3-4 methods from the diagram, and then focus on realizing them as effectively as possible. A great idea. But how can the diagram be useful to a reviewer?

First, let's explain exactly what LeBlanc's proposed forms of engagement are.

Player Engagement Forms

Submission (or Following/Habit): The game involves acquiring habits and performing them almost instinctively, e.g., Tetris. In such games, we switch off our brains and do everything almost in a trance.

Sensation (or Feeling/Aesthetics): We engage with the game through audio-visual stimuli. Whether it's the dark atmosphere of a horror game like Bloodborne, or the beautiful locations in GRIS. Our senses matter, and the game is like an exhibit we can't look away from.

Fantasy (or Make-Believe/World-Building): "The player engages in a consistently conducted thought experiment." That is, immersing oneself in a fictional world or an alternate version of history, e.g., WoW, Civilization, etc.

Narrative (or Story): We engage by participating in and following an interesting story that is a source of emotion, e.g., The Last of Us, Final Fantasy. This is the same way we are engaged by books or movies.

Challenge: The game demands our alertness and attention because we constantly have to deal with unexpected and new obstacles, e.g., Civilization, Dark Souls, Mario.

Fellowship (or Bond/Social): The game engages us by creating bonds between us and other players or characters, e.g., LoL, Baldur's Gate, XCOM.

Discovery (or Exploration): The game contains mysteries and puzzles that we want to uncover. These can be secrets/new lands in an exploration game or secret rules/mechanics that are not explained, e.g., Elden Ring, Fez, Zelda.

Expression (or Self-Expression/Creativity): The game as a means of player expression. We have the ability to create or make decisions, e.g., Dragon Age, Minecraft.

One game can combine various engagement methods, and these methods determine whether it has a chance of appealing to a specific person. And this is where the reviewer's role comes in.

šŸ’” A Great Tool for the Reviewer

Knowing the ways a game engages players and accurately identifying them in a given title allows us to:

More effectively advise the reader whether a game is right for them. This is much better than the once-popular system of rating by categories like graphics, music, or gameplay. It's also more precise than a simple genre classification or a 1-10 scoring system.

If a player receives accurate information about whether the game engages through Sensation or Challenge, and whether it executes these assumptions well, there is a good chance they will make a good purchase and will certainly know what to expect.

The right mindset and our expectations are immensely important for the reception of a game. We can perceive the same title completely differently if we play it thinking it's a "Challenge" game versus thinking it's a "Sensation" game, even if we enjoy both.

A low difficulty level may be a flaw for a game engaging through "Challenge," but if we are expecting a "Submission" or "Narrative" game, it may not matter to us at all.

Of course, it's one of the developers' tasks to skillfully convey what we should expect from their game, but they don't always succeed. A reviewer can take their place in this, and the LeBlanc diagram is an excellent tool for it.

The very process of considering what forms of engagement are important in a given game can help the reviewer better understand and evaluate it.

✨ A New Scoring System

I'm not a fan of scoring systems, but a system using the LeBlanc diagram could be much more useful than a standard rating scale.

Below the text, there could be a simple radar chart (like in PokƩmon) featuring only the most relevant engagement methods present in the game and their respective ratings.

Of course, as always, the score of a game is not the sum of the scores of its individual parts. Games are not that simple, and such a scoring system is still a simplification. The overall opinion of the reviewer is always subjective and most important. But IMO, looking at such a chart, it would be much easier for any player to assess whether a given game is for them.

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I think it is known as Mark LeBlanc's 8 Kinds of Fun (Aesthetics).

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Ashley McDermott's avatar

Nice write up! The researchers complaining about assigning people gamer types is an odd choice to me. I worked in Bavelier's lab and we defined action video game players as players who played at least 40 hours per week of what we called action video games (not quite the same as the industry genre). Those people sometimes played other games as well, they were being compared to no action game play (these people could play other genres). It's gotten harder to define an "action video game", but there have been efforts to define it based on game mechanics: https://journals.sagepub.com/doi/10.1177/10468781241290534

So researchers can ask how many hours per week a subject plays games with this list of attributes. They can also still do training studies where no one plays a lot of video games, but then get paid to play their assigned genre. The first effects can be seen after 10 hours of playing and most of the results can be seen after 25 hours of play.

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