A study by Ohio University in the US has revealed that all human behaviour is governed by 16 basic desires and values. The researchers dug deeper and found that different people have different requirements for each of the 16 basic desires. Almost every important thing that humans want to do can be broken down into one or more of the 16 desires, most of which have a genetic basis, that guide our actions. The findings are based on a study involving 2,500 people. The participants were asked to answer more than 300 designed questions, all of which were grouped into 16 basic desires and values, of which only citizenship, independence and fear of social rejection had no genetic basis. For example, sex is pleasurable to almost everyone, but it drives everyone differently. Some people have addicted to it all their lives, while others invest very little in it. The same is true of other desires. Some people pursue success, some are indifferent to fame and wealth, some value kinship and family, and some are workaholics.
As for game design, games are meant to cater for a wide variety of people. Games need to accommodate these people with different personalities and pursuits, give them enough space to move around, and more importantly, satisfy their desires as much as possible. It’s just like the movie Westworld which I saw in BCM325.
It is fair to say that any type of game, provided that the enjoyment we provide in the game satisfies most of these 16 desires, or emphasizes one or more of these desires, will be enough to attract players.
It is also important to note that some of these 16 desires refer to people’s rejection of certain things or feelings, so the game design process should be designed to avoid the factor of some unhealthy culture.
In the next blog, I’ll take a detailed look at the relationship between the game design and the 16 desires.