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Who I am
Game-lover, learner,
instructional designer,
product owner, game
designer, dog-lover and
owner, Mom, wife, cyclist.
Oh…and president,
Bottom-Line Performance.
Now…about you
What level of game design experience do you have?
A. I’m interested; I haven’t done it.B. I’ve done it a lot; want to compare my experiences
against yours.C. I’m just getting started; I’ve done a thing or two.
What type of gamer are you?
A. What’s a gamer? I don’t play games except under duress.
B. I play a game 2-3 times/year at holidays, gatherings.C. I play a lot – at least weekly.
Play games to make good games.
Evaluate what you play!
Playtest. A lot. Prototypes are power.
Choose game elements that support
learning goals.
Players need help figuring out how to
play.
Less is better re: complexity of design.
Scoring is harder to get right than you
think.
Bottom-Line Performance
Lessons I’ll share…
1
2
3
4
5
6
Let’s Play (and Evaluate) a Game!
I’m going to share out a link. Play the game. Then we’ll evaluate together. Max play time = 5 minutes.
Bottom-Line Performance
http://bottomlineperformance.com/eLearningGuild/gameexample
Bottom-Line Performance
Let’s evaluate. Via chat tell
me….1. What did you need to do to win? (That’s called
core dynamic BTW – see page 2 of handout)
2. Was it fun? Fun enough? Not fun at all?
3. What game elements did you notice? (See
page 3 of handout for a nifty list!)
4. How did you know how you were doing?
5. What game ideas could you pull into a learning
you create?
2 - Playtest. A lot.
Commercial games are playtested many, many
times. You won’t have it right after one or two
tries.
Bottom-Line Performance
Allow yourself multiple
rounds of playtesting and
iteration.
Multiple may mean 4; it may
mean 10. It may mean more.
Bottom-Line Performance
Save yourself time and $$.
Prototype (and playtest) with
paper, then with a
prototyping tool, and finally
with programmed version.
Prototyping…what IS it?
Showing is
better than
telling:
http://www.yout
ube.com/watch
?v=k-
nfWQLmlMk
Bottom-Line Performance
Digital prototype
Bottom-Line Performance
We then created a “functional” prototype using an app called Marvel.
This is nice…but it doesn’t truly replicate functionality so we could see certain things….like what 30 seconds really feels like.
We ended up here:
Bottom-Line Performance
Let’s play it – and you can share some thoughts on it.
HINT: This is a review of the what we’ve talked about so far.
http://theknowledgeguru.com/minigames/salesScramble
With prototypes & playtests, ID
these things:1. Is the game idea fun?
2. Will it help people learn what you want them to learn?
3. Are you choosing good game elements? Are you missing opportunities to include others?
4. Are you rules clear? Is the game easy enough to learn?
5. Is the cognitive load on the learner too high, too low, just right?
6. How complex with the game be to make?
Bottom-Line Performance
3 – Choose game
elements with care.
Elements should reinforce – or at least not
distract from – the learning goal you have.
You’re making a game on…
1) Time 2) Cooperation
4) Chance
3) Strategy
5) Levels
Identify some learning game play situations where you would want to use each of these elements. What
learning needs might drive you to use these elements? Let’s divide the room and brainstorm ideas.
4) Chance
1) Time
2) Cooperation
3) Strategy
5) Levels
• As a constraint that mirrors real-life constraint.• As a resource earned based on performance• Compress it to mimic real-life work cycle.
• If real-life TASK being taught requires cooperation with others, try to create game that is cooperative.
• As a way to illustrate interdependence of roles
• To force choices and require people to evaluation options and decisions – as they would in real-life.
• To simulate random events or actions that are part of a situation or job
• To help people learn the game by playing the game.
• To allow varying skill levels to play.
• To increase difficulty as people build skill.
More elements to consider: aesthetics
and theme influence desire to play. They
can also correlate to a workplace concept or
overarching theme.
Bottom-Line Performance
Build help in via levels, resources, and
tutorials. Most of the time, don’t offer choice to
skip tutorial on first play through. They will
ALL skip – and then struggle.
www.bottomlineperformance.com
Early prototype – no tutorial Later iteration – tutorial, guided play
Bottom-Line Performance
Less is more.
You have greater odds of achieving your
learning goal if you keep it narrow rather than
wide.
Decrease complexity. The #1 design mistake
novice designers make is making things too
complex.
Example: www.bottomlineperformance.com/passwordblaster
Consider a focus on ONE learning objective
Scoring is hard to do
well.
Match your scoring and rewards to job context
when you can.
Even when you can’t, make sure you are
rewarding for knowledge/skill acquisition.
Bottom-Line Performance
Players
earn/lose
territory
sales based
on
knowledge
they can
apply to
sales
challenge .
Bottom-Line Performance
As in the
real-world,
complaints
and
customer
satisfaction
influence
performance
and sales as
well.
Bottom-Line Performance
Also as in
the real-
world, the
kinds of
questions
you pose to
a question
influence
how the sale
goes.
Design Tools & Templates
Bottom-Line Performance
• Overview of common core dynamics and
game elements pp. 1 -2
• Reproducible game evaluation worksheet
– page 4
• Learning Game Design Checklist – pp 5
to 8
• Field Guide for Playtesting – p. 9
Programming background NOT
required, though helpful.
Medium complexity to use; lots
of support available.
Amazing quality; no 3D, though.
Rapidly growing in usage;
strong user community.
Construct2 games CAN be
imported into authoring tools
such as Articulate Storyline or
Lectora.
Example: www.bottomlineperformance.com/passwor
dblaster
Construct2 HTML5 game creator
by Scirra
Unity
https://unity3d.com/unity
Complex to use
Typically used for highly
immersive experiences,
simulations. Very, very
powerful in terms of
what it can do.
Can be 2D or 3D
Users tend to have
programming
background or expertise
Unity
Of course I think it’s
great
SaaS – pricing
starts at $9,999 for
one-year
subscription.
Authors can export
SCORM packages
for upload onto LMS
or run on web.
Designed for
corporate learning
audiences.
http://www.theknowl
edgeguru.com
Knowledge Guru
No experience with this
tool, but platform and
company look very
intriguing.
SaaS – pricing starts at
$5,500 US dollars for 1-
year subscription.
Designed specifically FOR
eLearning.
Genie Game-Based Authoring
Tool
Gamifies learning;
intended for virtual
ILT as well as face-
to-face ILT. Not for
asynchronous
elearning.
Instructor displays
questions or polls.
Learners respond
via mobile device.
FREE!!!!!
https://getkahoot.c
om/
Kahoot!
IMO, suboptimal for a
bona-fide game but
absolutely can be used to
create nice gamified
experiences.
https://community.articulate
.com/articles/elearning-
games-recap
Articulate Storyline
This Storyline project
has several
gamification elements
in it: aesthetics,
challenges, time
constraints on some
activities,
Total time invested in
creating it was about 50
hours. Nothing other
than Storyline was
involved in its
creation.
Rapid authoring example -
gamification
Repeat after me….
Bottom-Line Performance
1. ___________ games to _________ good games.
2. _______ a lot. _________ are power.
3. Choose______ elements that support _________ goals.
4. Players need help figuring out ___ __ ______.
5. _____ is better re: complexity of design.
6. Scoring is harder to get ______ than you think.
Repeat after me….
Bottom-Line Performance
1. Play games to make good games.
2. _______ a lot. _________ are power.
3. Choose______ elements that support _________ goals.
4. Players need help figuring out ___ __ ______.
5. _____ is better re: complexity of design.
6. Scoring is harder to get ______ than you think.
Repeat after me….
Bottom-Line Performance
1. Play games to make good games.
2. Playtest a lot. Prototypes are power. Choose______ elements that support _________ goals.
3. Players need help figuring out ___ __ ______.
4. _____ is better re: complexity of design.
5. Scoring is harder to get ______ than you think.
Repeat after me….
Bottom-Line Performance
1. Play games to make good games.
2. Playtest a lot. Prototypes are power.
3. Choose game elements that support learning goals.
4. Players need help figuring out ___ __ ______.
5. _____ is better re: complexity of design.
6. Scoring is harder to get ______ than you think.
Repeat after me….
Bottom-Line Performance
1. Play games to make good games.
2. Playtest a lot. Prototypes are power.
3. Choose game elements that support
learning goals.
4. Players need help figuring out how to play.
5. _____ is better re: complexity of design.
6. Scoring is harder to get ______ than you
think.
Repeat after me….
Bottom-Line Performance
1. Play games to make good games.
2. Playtest a lot. Prototypes are power.
3. Choose game elements that support
learning goals.
4. Players need help figuring out how to play.
5. Less is better re: complexity of design.
6. Scoring is harder to get ______ than you
think.
Repeat after me….
Bottom-Line Performance
1. Play games to make good games.
2. Playtest a lot. Prototypes are power.
3. Choose game elements that support
learning goals.
4. Players need help figuring out how to play.
5. Less is better re: complexity of design.
6. Scoring is harder to get right than you think.
Bottom-Line Performance
Thank [email protected]
www.bottomlineperformance.com/lolblog
Twitter: @sharon_boller
(317) 861-5935 – office
Book available March 2017!!!
Links to useful blog posts
Bottom-Line Performance
Lessons from the trenches (includes two I didn’t share today!): http://www.bottomlineperformance.com/6-lessons-trenches-digital-game-design/
On scoring and rewards: http://www.theknowledgeguru.com/learning-game-design-series-rewards-and-scoring/
On thoughtful use of game elements
http://www.theknowledgeguru.com/using-game-elements-improve-learning-outcomes/
On the design of the learning side of the game:
http://www.theknowledgeguru.com/learning-game-design-series-part-7-thinking-about-learning-then-the-game/
On playtesting games:
http://www.bottomlineperformance.com/enough-playtest-custom-learning-games/