Get Psyched for Game Design
Wednesday, August 27th, 2008Gamasutra has just published a fascinating interview with Hirokazu Yasuhara, currently senior design director at Namco Bandai Games America, on the psychology of game design.
During the article Yasuhara explores his theories of fun and game design — something that sits alongside the thoughts of Raph Koster, Will Wright and Nicole Lazzaro, for example — and provides a clear insight into his approach to game design.
The visual approach Yasuhara adopts, provides concrete examples of how theory manifests itself within the design process. The article also includes an exploration of goals within games, which Yasuhara identifies as short, medium and long term. While in itself this was nothing new, it did highlight for me the importance of being able to track these goals and player progression throughout the design process using tools such as “beat sheets”. According to Yasuhara, a short-term goal is about 30 seconds in duration which gives you a good idea of how long he considers a “beat” to be within a game.
What I also found deeply interesting was Yasuhara’s view of the cultural differences between American and Japanese audiences, which tended to focus on “destruction” and “construction” respectively. He backs his claim providing contrasting examples including Pikmin and Gears of War.
Brandon Sheffield, the author of the piece who was fortunate enough to interview Yasuhara, said that “after conducting this interview, I was convinced that [Yasuhara] should write a book based on his theories”. And after reading the article I wholly agree, and I think there may be a few joining me.
So hopefully a book isn’t too far away… but in the meantime, the article does provide a tasty appetiser.

Hirokazu Yasuhara
Links
Game Design Psychology: The Full Hirokazu Yasuhara Interview
http://www.gamasutra.com/view/feature/
3769/game_design_psychology_the_full_.php
