Post on 14-Jan-2016
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Presented at: NMC Online Educational Gaming Conference | December 8, 2005
Angel Inokon, Stanford University
The Affordances of Katamari Damacy
How the design of an innovative Japanese game captivated the world.
The Affordances of Katamari Damacy
Outline
• Introduction• See the game• Discuss the Game • Design Takeaways – summary• Bonus: Thoughts on Educational Uses of KD• Credits• Questions and Answers
pronounced: ka - ta – ma - ry da – ma- she
The Affordances of Katamari Damacy
About me
IBM Center for Advanced LearningShaba Games intern, discovering the “special sauce”Learning should be “nutritious and delicious”.
SpeakerAngel Inokon
(an-gel e-no-kon)
Now:
Before:
Soon:
My motivation:
Stanford UniversityLearning, Design and Technology. School of Education
Nice picture. She doesn’t look like that now though.
The Affordances of Katamari Damacy
See the game
• Two releases on PlayStation 2 and third on its way for the PSP
• Watch video– Trailer– Gameplay– Japanese Commercial
Developer: NamcoGenre: ActionDesigner: Keita Takahashi Platform: PS2 Rating: E
Release: March and September 2004 (US)
Release: September 2005 (US)
The Affordances of Katamari Damacy
Poll: What are the fundamental properties of a ball?
The Affordances of Katamari Damacy
Design Principle #1: Affordances
Properties of a ball:• Rolls• Round• Bounce• Comes in different sizes
and colors• Bounce• Uniform interface• Push• Resilient• Throw• Weight - light or heavy
Make use and function obvious.
what’s different?
Special Katamari property - Sticky!
The Affordances of Katamari Damacy
Design Principle #2: Simple mappings
• Only need two thumbs
• Student project: rigged a rotating fan to play
If you’ve got two opposable thumbs, you can play.
The Affordances of Katamari Damacy
Design Principle #3: Visibility and Feedback
• Clear progress indicators
• Time display
• Objects you roll make a sound
• Text labels with icons
• Katamari grows as you collect
• Camera recedes as you grow
Games are fun when they are juicy.
The Affordances of Katamari Damacy
Design Principle #4: Constraints
• Can’t roll up an object bigger than you
• Levels are subtly sectioned so you can’t get stuck
• Camera constrains what you can see
• Obstacles become targets
Constrain challenges to keep things fun.
The Affordances of Katamari Damacy
Perspective from game designers
Very satisfying progress. Any obstacle for the player soon becomes a target. You constantly get to "turn the tables" on your adversaries. Instead of killing your enemies, they join you.
The game taps into visceral notions of growth. It allows for safe mayhem with a low penalty for mistakes.
Jeb HavensLead Game DesignerCyberlore Studios
Scott KimPuzzle Game DesignerScott Kim
Erin HoffmanWriter and Game Designer1st Playable Productions
The holy grail of game design is simplicity and addictiveness. It's like Tetris -- without any manual or explanation you can play it within five minutes.
Tip: Reference people smarter than you.
The Affordances of Katamari Damacy
Design Takeaways
• Principle 1: Affordances – appearance should indicate function
• Principle 2: Simple Mappings – simple looking doesn’t mean simple to use. Simplify game controls using single function tools
• Principle 3: Visibility and Feedback – gamers need lots of information. Make it consistent and juicy.
• Principle 4: Constraints – prevent users from making errors that could decrease immersion. Balance challenge by constraining the environment
The Affordances of Katamari Damacy
Bonus: Katamari in the Classroom?
What can students learn from the game:
• Language: English, Japanese, Korean
• Math: metrics, measurements, ratios, proportions
• Design thinking• Genre information – how to
play similar games• Spirituality • Strategy• Game development (see
Cloud example, partner with EA)
Go read James Gee.
Thank you
Question and Answer
Angel Inokonhttp://ldt.stanford.edu/~inokoninokon@stanford.edu
Special thanks to:Shelley GoldmanDeanne Gonzalez-PerezHalsted LarssonJeb HavensScott KimErin HoffmanLearningtimes support