Good Games Well Played (GGWP) is a research project exploring the potential of ethical design principles to create a more mindful and player-centric gaming experience. As a lifelong gamer turned UX designer and researcher (Siddhant, aka simplysid), I embarked on this project driven by a concern for the potential negative impacts of some game design choices, while acknowledging the positive influence games can have on players' lives.
Navigating through this digital odyssey, four ethical pathways emerged as beacons: marketplace integrity, policy and rating board evolution, the power of self-regulation, and, most intriguingly, the transformation of game experience and mechanics. Each pathway, a quest in its own right, points towards a horizon where games are designed with a player-first ethos.
Analyzed current game design trends and identified areas for improvement in terms of player well-being, considering the ethical pathways for positive change.
Addressing player engagement by exploring a concept based on Spotify’s enhanced playlist feature. The game curates a session based on the player’s intent.
Players could embark on these runs solo or with friends and, upon completion, receive bonus XP to encourage wrapping up their session. Moreover, the game cleverly generates a new tailored run for the next day, incentivizing players to step away and return later.
The solution tackles it through a system-driven solution as opposed to being a game mechanic.
Focused on player’s mental health in competitive scenarios. Many games push our skills to the limits against other players. This is when toxicity becomes inevitable.
These interactive AI-powered skins would surface disruptive behavior and empower the players to report it while also educating them, not to forget training the AI models for accuracy over time.
This project was also a stab at balancing business needs and player health. Not too disruptive, just repurposing what they have into something meaningful. It creates a fair ground where game assets become an influence of safety.
This project became a highlight dissemination of GGWP. It reimagines NPCs (Non-Playable Characters) to be more than just support in the storyline, a voice of reason.
Combined with a few key metrics like session duration, number of retries, and a few others that the game already tracks, NPCs could easily incentivize disengagement or suggest a less intense activity by conversing with the player.
The difference here is that unlike screen time or parental controls, this is drastically less disruptive and less likely to be ignored.
GGWP highlights the potential for games to be a positive force in players' lives. By prioritizing ethical considerations alongside player engagement, the industry can create a healthier gaming environment and contribute to the overall well-being of players. This project serves as a springboard for further exploration and collaboration in the field of ethical game design.