game design: from rules to craft
TRANSCRIPT
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Game Design:
From Rules To
Craft Pietro Polsinelli
@ppolsinelli
These slides:
http://bit.ly/rulescraft
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Transformation 1/3
Games for
Social Impact
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Friday, November 28, 2014
… to develop and implement a
game infused e-learning tool
to promote early access to
services with neglect and
abuse for young people on the
move in Europe
Mission. 3
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Kids becoming aware and capable of dealing with
situations of neglect and abuse.
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Pick a mod, just change the labels ...
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Collateral story gets in the way of play.
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Designing Games for Social
Impact
RE-DESIGN
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Inspired by ...
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Represent notions with characters
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Inspired by Dumb Ways To Die. Specific mechanics.
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Universe made of simple atoms
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Inspired by Dominions: cards are characters, actions, a universe.
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Build up of awareness defines the game mechanics.
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Game loop: shit happens.
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Deal with it and keep your universe together.
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Designing Games
for Social Impact
TIPS
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Use cards.
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Cards constitute a universe, not just characters and actions.
Also universal language. Developers, cards are objects –
classes, instances, extensions.
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More pervasive than it looks.
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Plants vs. Zombies (1) was born and prototyped as a card
game – actually collectible card game.
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Complexity trains strategic thinking.
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Distinction between input output randomness &
unpredictability: from Randomness and Game Design
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Use ramdomness sparingly.
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Games with simple relations and play mechanics are simpler
to evolve.
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Minimal viable game.
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Keep a good state in the loop AND
supply an evolving story line.
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Stories get deadly in loops.
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If Games Were Like Game Stories...
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From Nick Case If Games Were Like Game Stories...
Games don’t’ branch, they evolve.
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Even branching games do not have branching at their core.
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Interact early with concept art.
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Black and white games: “get ready for
fight or flight”
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What I say here is based on anecdotal evidence
from working experience, no data no lab.
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Applied games
definition and
theory
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An applied game (serious game) is a game designed for
a primary purpose other than
pure entertainment.
Take this as a sort of definition. Hard to say which are not serious. Note
that in effort, style, problematic this changes little.
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Self referential / Referring games
Both may be good or bad.
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You will need full game design skils – and more - to
create good games that teach something.
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Shortcuts …
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Game design is a specific profession. Image from Extra Credits.
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Working in applied games is particularly complex /
interesting because you are working in between systems.
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Motivational theory?
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A game where you can’t win, and its not fun.
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This War of Mine
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Each game is played because of a motivational framework
defined by… the game itself.
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Transformation 2/6
Games for
Health
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Help people that are evolving
towards a chronic desease by
influencing behavior and
disrupting this evolution.
NDA
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Customer thinks (s)he knows what “game”
means. This is a problem. 48
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Designing Games for Health
RE-DESIGN
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Friday, November 28, 2014
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transformation
A language change. 50
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Ian Bogost: gamification is bullshit.
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Redesigned by including negative feedback, turning avatar to mentor,
building an AI.
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Designing Games for Health
TIPS
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Distinguish (and then merge) projective
experiences and couching.
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Genre and inclusiveness.
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Power of baptism. Comes in many forms...
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the greatest invention
of the video game era
was – and continues
to be – “single-play”.
Applied game’ customers often don’t get this.
Independence, absence.
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Beyond the avatar: Discarding the relatable avatar for a
meaningful voice learning from poetry
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Transformation 3/6
Games for
Change
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This is the communication context. Few really cares about global warming, we
have to make people aware of consequences.
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Not so cool for not geeks.
agent based model
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Designing Games for Change
RE-DESIGN
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Friday, November 28, 2014
Dystopic future, like in The Curfew. “Lacking food
water oil”, daily life has to change. 64
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How will you prepare breakfast without electricity?
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Variations on daily life habits due to external changes.
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Designing Games for Change
TIPS
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Emergence: a set of simple rules acting on many elements. The
game is an emergent behaviour
Progression: a predefined set of actions to be performed to
complete the game
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Emergence / Progression
Sim City, Braid.
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So?
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Become a game designer:
study, prototype, release, loop
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Sources www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29 http://www.gamasutra.com/blogs/NickyCase/20140811/222467/If_Games_Were_Like_Game_Stories.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29
http://www.anglia.ac.uk/ruskin/en/home/microsites/global_sustainability_institute/our_research/resource_management.Maincontent.0021.file.tmp/Climate%2520Change_Resource%2520Scarcity_Conflict%252019-09.pdf http://www.aboutkidshealth.ca/En/Pages/default.aspx https://mysugr.com/ https://www.flickr.com/photos/littleloud/6725429655/in/photostream/ http://images4.fanpop.com/image/photos/24200000/Dominion-card-and-tile-games-24276844-502-405.jpg
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My twitter stream is
mostly dedicated to
game design
http://twitter.com/ppolsi
nelli
A blog on game design
http://designagame.eu