gamifying the world: from simcity and the sims to the future
DESCRIPTION
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
GSummit 2013
-Will Wright
Gamification
SongificationHot dogs, Armour hot dogsWhat kind of kids eat Armour Hot Dogs?
Characterification
Storyfication
Gamification
Gives a shitification???
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
MSG
movie elements
Stories Games
Empathy Agency
EmotionDrama
PrideGuilt
Camaraderie
experience
toyexperiences
others
Play
experience
toyexperiences
Play
Story
Educational Technologies
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"
Games are a subset of play
Games
Play
Game = A set of interesting decisions
Possibility Space
possibilities
Senet3500BC
Models – build – test - replace
Science
F = Gm m1 2
r 2
compression
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
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
Games Mental Models
?Ramping the model
10 sec.FAILPASS
1 min.FAILPASSPASS
10 min.PASSPASS
Nested complexity
– Can I play it offline?
Failure
Success
10sec.
10min.
1hr.
10hrs.
Basic Control
Needs
Job/SkillsEconomy
Social -Friends
Family
PeeCollapseLonelyStarve
DemotionLose JobRepo ManElectrocution
ArgumentInsultJealousyFight
BreakupSocial ServicesAffairMilitary School
HappyFree Time
ObjectsHouseEfficiency
MarriageChildren
FriendshipRomanceParties
Success
Failure
MoveInteract
$$$
$$$Problems
Size of Solution Space
SocialMaterial
Success
Gameplay Landscape (Sims)
Start
Real design target
Ramping the model
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
Size of solution space(open ended)
Each players path unique
Reflection of the Player
Sharing
Prey on the player’s positive self-esteem
Early win ---
--- Showcase accomplishments
“This is what I’m good at” ---
2 week contagion period
1 week contagion period
% infected 50%
10%
Richard Bartle – “Bartle's Types”
The Future?(next week or so)
1700 1800 1900 2000 2100
The Future is becoming less predictable
is to…
is to…
as
Media(movie)
Platforms
Technology Culture Psychology
Immersive gaming
Non-immersive gaming
Blended Reality
Big Data / Deep Metrics
Real Life Gaming
- Deeply Personal
- Relevant
- Ubiquitous
- Effective
- Fun
Gaming/Play
End
Symbolic
evolution
Good Samaritan Psychopath
Manic Depressive
evolutionSocial Interactions