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Game Design Talk

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Page 1: Game Design Talk
Page 2: Game Design Talk

What

is

Game Design?

Page 3: Game Design Talk

A Two Fold Problem:

Interface Fun

Page 4: Game Design Talk

The Masochist Teapot

Page 5: Game Design Talk

The Interface Issue

Page 6: Game Design Talk

Feedback!!!

Look at Nintendo and

Valve products.

Use graphical effects

and sound to form better

player understanding.

Page 7: Game Design Talk

Blood

It doesn’t scale over distance.

Deliberately moves outside

thee silhouette

The Spy Mask

Various solutions

Icon over the head

The face mask

TF2 Examples

Page 8: Game Design Talk

The Visual Language

Affordance

How games

actually speak

to us.

What is

‘possible’.

Page 9: Game Design Talk

The Visual Language

Page 10: Game Design Talk

The Visual Language

Page 11: Game Design Talk

Obvious In Hindsight

But that’s too late!

Subjective

Everybody’s got an

opinion.

Raph Koster’s

Theory of Fun

About Learning

The Problem of ‘Fun’

Page 12: Game Design Talk

What Is A Game?

It has ‘rules’

A game is played, but you can

play without playing a game.

It has a ‘Quantifiable Outcome’

The Magic Circle

Page 13: Game Design Talk

Goals & Rewards

Goals

The motivate for the player.

Doesn’t have to be the end result of the game.

Isn’t always explicit

Rewards

Ceremonies

Meaningful Items to Show-off

Achievements

Page 14: Game Design Talk

Different Player Types

Understand there isn’t one

‘perfect user’

Richard Bartle’s MUD Player Model

Achiever

Explorer

Socialiser

Killer

Girl Gamers?

Page 15: Game Design Talk

Play Testing!

The Boring Truth

Techniques that Miyamoto used

Value Too!

The Only Real Way to Tell

Page 16: Game Design Talk

The Future of Game Design

Casual ‘Learning’ Games

‘Wii Fit’ and ‘Cooking Guide’.

More Analogue Expressions

Little Big Planet

Game Rules As Art

The Marriage

Braid

Page 17: Game Design Talk

Casual Learning Games

Page 18: Game Design Talk

More Expressive Input

Page 19: Game Design Talk

Game Rules As Expression

Expresses

Married Life

Through

Games Rules

and

structure.

Page 20: Game Design Talk

Reverse time mechanic

supports narrative.

Page 21: Game Design Talk

A Theory of Fun

For Game Design

Some Further Reading

Rules of Play

Game Design Fundamentals

The Design of

Everyday Things