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Applied Game
Design By
Example Pietro Polsinelli
@ppolsinelli
Milan, 20th january 2015
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My experience: mainly been of transforming game / gamification
concepts in something else
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“We don’t need a game designer. Everybody knows what a game is.”
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Transformation 1/3
Games for
Social Impact
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Friday, January 16, 2015
… 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. 5
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Kids becoming aware and capable of dealing with
situations of neglect and abuse.
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EU project: deal with these matters harmonically and
effectively across EU.
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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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Inspired by Dumb Ways To Die. Specific mechanics.
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Represent notions with characters
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Inspired by Dominions: cards are characters, actions, a universe.
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Universe made of simple atoms
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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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Your identity, your self is complex stuff.
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And actually more ...
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Participative Action Research
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Designing Games
for Social Impact
TIPS
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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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Card design: 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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Card enable a complex universe (decks) explored through
simple slices – cards in hand.
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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 randomness 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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If untamed, stories kill fun 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” or “poetic experience”?
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Genre and inclusiveness.
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Redesigned by including negative feedback,
turning avatar to mentor, building an AI.
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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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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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An applied game is …
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… not a game that is just engaging, can’t stop playing it
but has no story, no intended message
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… not a collateral game (say part of a viral campaign) that promotes something as it
is sponsored by it.
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An applied game (serious game)
is a game that teaches something
complex without declaring its
intentions.
Getting more specific. Teach can be read simply as “experience”.
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You will need full game design skils – and more - to
create good games that teach something.
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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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Applied game design elicits a dialogue between designer and
customer, both evolving knowledge #noestimates
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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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Each game is played because of a motivational framework
defined by… the game itself.
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What I say here is based on anecdotal evidence
from working experience, no data no lab.
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Ian Bogost: gamification is bullshit.
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Friday, January 16, 2015
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transformation
A language change. 65
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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, January 16, 2015
Dystopic future, like in The Curfew. “Lacking food
water oil”, daily life has to change. 70
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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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Transformation 4/6
Edu Games
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Summa of all you can get wrong
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Promise of plants vs. Zombies, get a REALLY BAD
game.
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Decent game, edu framework ...
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Good game, stimulating, still left to your own
means.
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Designing Edu Games
RE-DESIGN
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Standard model: for edu math, take exercises just as they are, add
gamification …
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… or an opportunity to rethink mathematical educational models
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http://en.wikipedia.org/wiki/Ancient_Egyptian_mathematics
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http://en.wikipedia.org/wiki/Ancient_Egyptian_mathematics
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Visual calculator
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Simple AI guiding you in decomposing operations to
friendly operations and numbers
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Making friends with specific numbers.
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Conservation of player learning: Players prefer to use existing skills. Learning is an expensive activity to be minimized when possible. Corollary: Players get righteously upset when their existing investment in learning is invalidated. Something valuable was taken from them.
https://twitter.com/danctheduck
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Town of numbers: inclusive mechanics.
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Designing Edu Games
TIPS
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• http://stfj.net/DesigningForProblem-Solvers/ • create a free playground level for the non comp kind, not a tut, always there and with its dynamic, makes
it more inclusive
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Transformation 5/6
Urban Design
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http://www.citiesinmotion.com/
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A different idea of urban design
RE-DESIGN
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SIM City from the point of view of the peole living there.
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http://citieschangingdiabetes.com/
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Designing Urban Design Games
TIPS
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Innovate urban space representation
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Innovate design too.
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1D game: https://www.youtube.com/watch?v=UZ_5ol_kyL4
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4D http://www.fourthdimensionapp.com/
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- Narrative in games - Games with depth - Technical boundaries - Prototyping tips - Estimating costs Stuff for next time.
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Become a game designer:
study, prototype, release, loop
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My twitter stream is mostly dedicated to game design:
@ppolsinelli
A blog on game design http://designagame.eu
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