Different game types require varying skill sets and potential approaches which can be applied to solve in-game problems or reap rewards. A study (Nacke, Bateman and Mandryk, 2014) looking at player types identified several different types; achiever, conquerer, daredevil, mastermind, seeker, socialiser and survivor. These archetypes for play-tyle affect their different skill sets in a game. For example, a mastermind will strive to apply strategies to their problem solving and will enjoy that process, meaning their personal reward is deeply rooted in the satisfaction after achieving success in a puzzle or problem. The mastermind can apply themselves best to games which require that complex issues be solved by implementing a strategic method. In a tower defence game, for example, the mastermind will implement well thought out methods of proving a solution to a problem, be it an enemy invasion on a tower, lack of resources or a tower take over. Conversely, a daredevil thrives on the excitement of a game. This player type will consistently enjoy fast and dangerous in-game acts, sometimes basing decisions despite high reward risk. Their excitement comes with quick decision making as opposed to well thought out strategies such as those implemented by the mastermind. This makes fast and high paced games ideal for the daredevil, such as racing games like Driveclub (2014) or the platformer classic Sonic the Hedgehog (1991). The latter involves a character whose skill set is primarily an ability to move at fast speeds with increasing acceleration, which reduces the player's control on the character. (Nacke, Bateman and Mandryk, 2014) These different approaches to gaming have their merits and faults in different game types.
These various approaches to problem-solving can be influenced, not just by a person's innate incentives and ways of thinking, but also the design of characters and environments. In this essay, I’ll be exploring the ways that colours, presentation of characters and sex appeal amongst others can affect the bias of the human brain by exploring various psychological effects in non-gaming contexts and applying them to character design.
The colours used in design can have varying effects on human cognition, causing bias in a person thinking, emotion or approaches. For example, it's been shown that the colour blue has calming effects, causing people to feel at ease when they see blue hues. (Singh, 2006) In some areas in Japan, the government has implemented blue coloured lighting in its street lamps as a way of combating the ever-growing numbers of Japanese individuals who commit suicide in built-up areas of the country. The idea is that by exposing the eye to blue hues people are less likely to kill themselves, evoking stronger feelings of happiness and ease. (nextcity.org) This is a clear example of how colour psychology has been involved in evoking certain emotions; the same principle can apply itself way to the game design process, as by designing a character who is blue can make players feel happier and more comfortable in a situation. This leaves the potential for an altered strategy in-game; a player who feels more at ease might take a slower and more controlled approach as they are in a comfortable state. This could potentially reduce the number of aggressive acts the player commits (in a game which warrants such actions), potentially leading to the player achieving different endings in a morally based game, extending different dialogue options with an NPC or perhaps just interpreting the game's narrative in a different way. Red can be used to induce the reverse effect. Numerous studies have shown that the presence of the colour red incite more irrational and high-risk behaviour, even if the reward to lose ratio is low. In a study by Stark, Saunders and Wookey, 1982 the research’s looked at the difference a red or blue light has on non-regular gamblers gambling behaviour. Gambling in of itself is a high-risk low reward endeavour which takes advantage of some preexisting heuristics. The results concluded that participants who participated in gambling made more risky choices when exposed to a red hue, making larger and more frequent bets. By nature the more you gamble, the more risks you take in the late game. This outcome was more pronounced in the red light condition, meaning that those participants had intensely built-up bets. This experiment expresses how red incites riskier behaviour, with less regard for the preconceived rewards. In terms of a game, potentially the presence of red could cause players to attack enemies above their level, potentially reaping a reward but ultimately being a brash and risky decision which could be detrimental to the players progress. Potentially introducing the player to a character featuring a shade of red could incite them to choose a riskier action, dialogue option or approach. (Stark, Saunders and Wookey, 1982).
Another bias that can affect player psychologically is the use of a sexually attractive character or the use of sexualised costumes. Sexual arousal is a factor few consider aside from its prevalence and the warrant of such prevalence in modern media, however, it’s been shown to have a correlation with a person's cognitive function. A study by Laier, Schulte and Brand, 2013 concluded that exposure to sexual stimuli which incites sexual arousal has a negative effect on memory. They exposed a separate one set of their participants to pornographic stimuli, having them rate resonate levels of sexual arousal, then had them engage in a memory capacity test. They found that participants had a lower score on the memory tests when exposed to pornographic imagery, showing that increased sexual arousal had detrimental effects on their memory retention (Laier, Schulte and Brand, 2013). Although this is an extreme example similar principles can be applied to the media industry. Exposure to a sexually arousing character could cause players to forget parts of a game or narrative, reducing the impact it will have on them in other aspects of appreciation for the game. This could include the impact of the main narrative of the story. If a player’s memory is reduced they could potentially forget key plot points, previous interactions or emotive parts of the game experience, leading them to have reduced appreciation for other game aspects.
A physically attractive and aesthetically pleasing looking individual, with disregard for sexual arousal levels, can affect people in terms of perceived judgements. There’s a fairly well know phrase deemed the ‘halo effect’. It refers to the idea that typically attractive people are originally perceived immediately as better in terms of moral quality and positivity (Grcic, J., 2008). Many studies have discovered that ratings of attractiveness contribute to higher ratings of positive attributes such as competence, assertiveness and helpfulness (Lewis and Walsh, 1978). This suggests that overall perceptions of aesthetically attractive people are more positive than less attractive individuals, expressing a bias which benefits the beautiful. This can affect a multitude of life events, such as job interviews were to an employer is there to judge the potential candidate. On a more extreme level, it’s been noted that this bias actually can affect judicial proceedings in court. A study by Stewart, 1980 found that of 74 real-life defendants the people who were rated more attractive also were rated as having committed less serious crimes compared to their unattractive counterparts (Stewart, 1980). This is an incredibly important finding as it clearly indicates that perceived attractiveness can cause an interruption of a valid judiciary system, having a bias within a jury can make the consensus of a trail inaccurate and unfair to particular individuals. If moral decision making in this real-life scenario is effected the effects will carry in into the digital realm. Effects to the narrative and potentially associated choices have already been discussed in relation to colour presence and sex appeal, but the same principle can be applied to the ‘halo effect’. If an NPC (non-playable character) is typically considered attractive then that could cause the player to perceive them as better people, with less attention to their immorality seriousness. This may cause certain actions of the character to be seen not as bad as they would usually be considered, meaning that the player will approach certain actions differently which could affect how the story plays out.
Additionally, it could be argued that the attractive characters actions, if not taken as seriously, have less of a bearing on the game, de validating the character itself. Primary protagonists such as Lara Croft (Tomb Raider, 1996 - present) have often been criticised by media outlets and bloggers for “sexualising the presentation of women” due to her pronounced curves, despite in the 1996 version being made up of extremely low polygons, and large breasts and scantily clad clothing (Digital Spy, 2016). The evidence suggesting an attractive individual removes a focus from the negative actions or decisions they make in the minds of an observer supports the claim that oversexualisation is an issue within the gaming community, as in an action-packed game like Tomb Raider the character will be shooting, killing and taking down establishments the actions the player takes as Lara Croft needs to be taken seriously to show the extreme action and thrillingly aggressive things that she does. By not taking these elements seriously it defeats the point of an action game in which the focus needs to be on said action.