gamifying the world: from simcity and the sims to the future

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GSummit 2013 -Will Wright

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Exceptional games like SimCity, The Sims and Spore have set the standard for blending real life with games. They've managed to simplify super complicated concepts (like urban planning) while maintaining the dynamism and interrelations that help educate and entertain hundreds of millions of people worldwide. What lessons can we take from these games -- and decades of experience designing for fun -- to create engagement for large audiences with complex models and issues? How can we make simple everyday interactions more compelling and use them as teachable moments to energize society? Can everything really be fun -- and what are the secrets for balancing detail and simplicity? Join game design legend Will Wright as he re-imagines how the world becomes a more fun and engaging place, sharing his vision for the future and powerful design insight.

TRANSCRIPT

Page 1: Gamifying the World: From SimCity and The Sims to the Future

GSummit 2013

-Will Wright

Page 2: Gamifying the World: From SimCity and The Sims to the Future

Gamification

SongificationHot dogs, Armour hot dogsWhat kind of kids eat Armour Hot Dogs?

Characterification

Storyfication

Page 3: Gamifying the World: From SimCity and The Sims to the Future

Gamification

Gives a shitification???

Page 4: Gamifying the World: From SimCity and The Sims to the Future

We want to feel more like a gaming experience.

tax preparation

homework

medical examsshopping

exercise

eatingpersonal hygiene

M S G

eemame-like

ake it

Boring Activity

Magic Engine

Page 5: Gamifying the World: From SimCity and The Sims to the Future

MSG

Page 6: Gamifying the World: From SimCity and The Sims to the Future

movie elements

Page 7: Gamifying the World: From SimCity and The Sims to the Future
Page 8: Gamifying the World: From SimCity and The Sims to the Future

Stories Games

Empathy Agency

EmotionDrama

PrideGuilt

Camaraderie

Page 9: Gamifying the World: From SimCity and The Sims to the Future

experience

toyexperiences

others

Play

Page 11: Gamifying the World: From SimCity and The Sims to the Future

James Paul Gee (2005)

- Pleasantly Frustrating - System Thinking - Explore, Think Laterally, Rethink Goals - Smart Tools and Distributed Knowledge - Cross-Functional Teams

- Identity - Interaction - Agency

- Production- Customization

- Risk Taking - Performance before Competence

- Well-Ordered Problems - Challenge and Consolidation

- Situated Meanings- "Just-in-Time" and "On Demand"

Page 12: Gamifying the World: From SimCity and The Sims to the Future

Games are a subset of play

Games

Play

Page 13: Gamifying the World: From SimCity and The Sims to the Future

Game = A set of interesting decisions

Page 14: Gamifying the World: From SimCity and The Sims to the Future

Possibility Space

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possibilities

Page 20: Gamifying the World: From SimCity and The Sims to the Future

Senet3500BC

Page 21: Gamifying the World: From SimCity and The Sims to the Future
Page 22: Gamifying the World: From SimCity and The Sims to the Future

Models – build – test - replace

Page 23: Gamifying the World: From SimCity and The Sims to the Future

Science

F = Gm m1 2

r 2

compression

Page 24: Gamifying the World: From SimCity and The Sims to the Future

Scott Diddams

Quantum – Optical interactions

Timmy

Properties of magnetic interaction

Physics model Comprehensive World Model

Physicist - National Institute of Standards and Technology (NIST) Toddler (3yrs.old) –

Carolina Day School

Page 25: Gamifying the World: From SimCity and The Sims to the Future

Games

if ((fdLen = DFANgetfdslen(dfanFileID, 1)) == FAIL) { if (verbose) cout << "There is no file desc annotation.\n"; } else { numFd++; DFANgetfds(dfanFileID, cdesc1, fdLen, 1); while((fdLen = DFANgetfidlen(dfanFileID, 0)) != FAIL) {numFd++; }

} // endif desc1 phase space - player perception

Mental Model

Page 26: Gamifying the World: From SimCity and The Sims to the Future

Games Mental Models

Page 28: Gamifying the World: From SimCity and The Sims to the Future

10 sec.FAILPASS

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1 min.FAILPASSPASS

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10 min.PASSPASS

Nested complexity

– Can I play it offline?

Page 31: Gamifying the World: From SimCity and The Sims to the Future

Failure

Success

10sec.

10min.

1hr.

10hrs.

Page 32: Gamifying the World: From SimCity and The Sims to the Future

Basic Control

Needs

Job/SkillsEconomy

Social -Friends

Family

PeeCollapseLonelyStarve

DemotionLose JobRepo ManElectrocution

ArgumentInsultJealousyFight

BreakupSocial ServicesAffairMilitary School

HappyFree Time

ObjectsHouseEfficiency

MarriageChildren

FriendshipRomanceParties

Success

Failure

MoveInteract

Page 33: Gamifying the World: From SimCity and The Sims to the Future
Page 34: Gamifying the World: From SimCity and The Sims to the Future

$$$

Page 35: Gamifying the World: From SimCity and The Sims to the Future

$$$Problems

Page 36: Gamifying the World: From SimCity and The Sims to the Future

Size of Solution Space

Page 37: Gamifying the World: From SimCity and The Sims to the Future

SocialMaterial

Success

Gameplay Landscape (Sims)

Start

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Page 40: Gamifying the World: From SimCity and The Sims to the Future

Real design target

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Nobody ever went broke underestimating the intelligence of the American public.

H. L. Mencken

No game designer ever went wrong by overestimating the narcissism of their players.

Will Wright

Page 48: Gamifying the World: From SimCity and The Sims to the Future

Size of solution space(open ended)

Each players path unique

Reflection of the Player

Sharing

Page 49: Gamifying the World: From SimCity and The Sims to the Future

Prey on the player’s positive self-esteem

Early win ---

--- Showcase accomplishments

“This is what I’m good at” ---

Page 50: Gamifying the World: From SimCity and The Sims to the Future

2 week contagion period

1 week contagion period

% infected 50%

10%

Page 51: Gamifying the World: From SimCity and The Sims to the Future

Richard Bartle – “Bartle's Types”

Page 52: Gamifying the World: From SimCity and The Sims to the Future

The Future?(next week or so)

Page 53: Gamifying the World: From SimCity and The Sims to the Future
Page 54: Gamifying the World: From SimCity and The Sims to the Future

1700 1800 1900 2000 2100

The Future is becoming less predictable

Page 55: Gamifying the World: From SimCity and The Sims to the Future
Page 56: Gamifying the World: From SimCity and The Sims to the Future

is to…

is to…

as

Page 57: Gamifying the World: From SimCity and The Sims to the Future

Media(movie)

Page 58: Gamifying the World: From SimCity and The Sims to the Future

Platforms

Technology Culture Psychology

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Immersive gaming

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Non-immersive gaming

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Blended Reality

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Big Data / Deep Metrics

Page 71: Gamifying the World: From SimCity and The Sims to the Future

Real Life Gaming

Page 72: Gamifying the World: From SimCity and The Sims to the Future

- Deeply Personal

- Relevant

- Ubiquitous

- Effective

- Fun

Gaming/Play

Page 73: Gamifying the World: From SimCity and The Sims to the Future

End

Page 74: Gamifying the World: From SimCity and The Sims to the Future
Page 75: Gamifying the World: From SimCity and The Sims to the Future

Symbolic

Page 76: Gamifying the World: From SimCity and The Sims to the Future

evolution

Good Samaritan Psychopath

Manic Depressive

Page 77: Gamifying the World: From SimCity and The Sims to the Future
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evolutionSocial Interactions

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