Game Design Talk

Post on 13-Jan-2015

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Transcript of Game Design Talk

What

is

Game Design?

A Two Fold Problem:

Interface Fun

The Masochist Teapot

The Interface Issue

Feedback!!!

Look at Nintendo and

Valve products.

Use graphical effects

and sound to form better

player understanding.

Blood

It doesn’t scale over distance.

Deliberately moves outside

thee silhouette

The Spy Mask

Various solutions

Icon over the head

The face mask

TF2 Examples

The Visual Language

Affordance

How games

actually speak

to us.

What is

‘possible’.

The Visual Language

The Visual Language

Obvious In Hindsight

But that’s too late!

Subjective

Everybody’s got an

opinion.

Raph Koster’s

Theory of Fun

About Learning

The Problem of ‘Fun’

What Is A Game?

It has ‘rules’

A game is played, but you can

play without playing a game.

It has a ‘Quantifiable Outcome’

The Magic Circle

Goals & Rewards

Goals

The motivate for the player.

Doesn’t have to be the end result of the game.

Isn’t always explicit

Rewards

Ceremonies

Meaningful Items to Show-off

Achievements

Different Player Types

Understand there isn’t one

‘perfect user’

Richard Bartle’s MUD Player Model

Achiever

Explorer

Socialiser

Killer

Girl Gamers?

Play Testing!

The Boring Truth

Techniques that Miyamoto used

Value Too!

The Only Real Way to Tell

The Future of Game Design

Casual ‘Learning’ Games

‘Wii Fit’ and ‘Cooking Guide’.

More Analogue Expressions

Little Big Planet

Game Rules As Art

The Marriage

Braid

Casual Learning Games

More Expressive Input

Game Rules As Expression

Expresses

Married Life

Through

Games Rules

and

structure.

Reverse time mechanic

supports narrative.

A Theory of Fun

For Game Design

Some Further Reading

Rules of Play

Game Design Fundamentals

The Design of

Everyday Things