~/talk

Non player types: who is not playing and why

Talkat Gamelab Barcelona 2017 · 2017-06-28..06-30· [game-development]
links:none on file
slides:none on file

Extends the Player Types model into a two‑axis map of challenge (easy→hard) and meaning/depth (shallow→deep), using concrete examples (Pong, Tetris, Dota 2, Oblivion, Minecraft, Rogue, Football Manager) to show why people stop playing. Proposes four non‑player grievances and maps them to casual/core/hardcore/carebear clusters, then applies that to monetization with rules like players won't pay to make a game more challenging and carebears pay for richer content, predicting which segments will buy microtransactions.

AI-written summary · about

  1. 0:00Start
  2. 0:29Player Types Model
  3. 3:495 Was Being Unable To Engage with a Game
  4. 13:16Starcraft
  5. 14:37Undertale
  6. 16:38Elder Scrolls for Oblivion
  7. 33:29What Stops Players from Playing
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