game design workshop for seeds at the university of miami
TRANSCRIPT
![Page 1: Game Design Workshop for SEEDS at the University of Miami](https://reader038.vdocuments.mx/reader038/viewer/2022100606/559f0db01a28ab82708b47ac/html5/thumbnails/1.jpg)
with Clay Ewing and Lien Tran
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Designing non-digital games is a great way
to learn about systems
Designing digital games isn’t much
different, there is just a lot more pieces to
worry about
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Objects
Attributes
Relationships
Environment
![Page 4: Game Design Workshop for SEEDS at the University of Miami](https://reader038.vdocuments.mx/reader038/viewer/2022100606/559f0db01a28ab82708b47ac/html5/thumbnails/4.jpg)
Objects
Attributes
Relationships
Environment
![Page 5: Game Design Workshop for SEEDS at the University of Miami](https://reader038.vdocuments.mx/reader038/viewer/2022100606/559f0db01a28ab82708b47ac/html5/thumbnails/5.jpg)
Objects
Attributes
Relationships
Environment
![Page 6: Game Design Workshop for SEEDS at the University of Miami](https://reader038.vdocuments.mx/reader038/viewer/2022100606/559f0db01a28ab82708b47ac/html5/thumbnails/6.jpg)
Objects
Attributes
Relationships
Environment
![Page 7: Game Design Workshop for SEEDS at the University of Miami](https://reader038.vdocuments.mx/reader038/viewer/2022100606/559f0db01a28ab82708b47ac/html5/thumbnails/7.jpg)
Objects
Attributes
Relationships
Environment
![Page 8: Game Design Workshop for SEEDS at the University of Miami](https://reader038.vdocuments.mx/reader038/viewer/2022100606/559f0db01a28ab82708b47ac/html5/thumbnails/8.jpg)
![Page 9: Game Design Workshop for SEEDS at the University of Miami](https://reader038.vdocuments.mx/reader038/viewer/2022100606/559f0db01a28ab82708b47ac/html5/thumbnails/9.jpg)
What’s up with golf?
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We abide by artificial rules
Subject ourselves to constraints
Suspend our disbelief
Usually, because it’s fun
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Let’s play a game, it’s called “HIGHEST
NUMBER”
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Choices are ambiguous
Immediate rewards vs. delayed
gratification
Actions have consequences
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Mechanics• What you do in the game: shooting, building,
running, jumping, bidding, etc.
Dynamics• Sets of mechanics that build the core gameplay:
territorial acquisition, survival, collection, trading, etc.
Agency• The ability for a player to make a choice
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Intrinsic Reward• Intangible. A sense of achievement. For the love
of the game.
Extrinsic Reward• Tangible. If you play my game I’ll give you candy
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Positive Feedback Loop• Hooray! Have a power up!
• Destablizing
Negative Feedback Loop• Die! Lose a turn!
• Stabilizing
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Split into groups
Take a dataset/infographic
Figure out a game mechanic that could be
used to explain this data
You have 10 minutes
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Using your selected mechanic, create a
game
You can use all of our fun prototyping
objects
You have 30 minutes
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Split your group in half
One half should migrate to another split
group
Playtest your games within these groups