From Gamification to Game Design
Pietro Polsinelli @ppolsinelli
These slides: http://bit.ly/rulescraft
Transformation 1/3
Games for Social Impact
Tuesday, April 18, 2023
… to develop and implement a game infused e-learning tool to promote early access to services with neglect and abuse for young people on the move in EuropeMission.
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Kids becoming aware and capable of dealing
with situations of neglect and abuse.
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Pick a mod, just change the labels ... 5
Collateral story gets in the way of play.
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Designing Games for Social Impact
RE-DESIGN
Inspired by ...
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Inspired by Dumb Ways To Die. Specific mechanics.
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Represent notions with characters
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Inspired by Dominions: cards are characters, actions, a universe.
Universe made of simple atoms
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Build up of awareness defines the game
mechanics.
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Game loop: shit happens.
Deal with it and keep your universe together.
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Designing Games for Social Impact
TIPS
Use cards.
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Cards constitute a universe, not just characters and actions. Also universal language. Developers, cards are objects – classes, instances, extensions.
More pervasive than it looks.
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Plants vs. Zombies (1) was born and prototyped as a card game – actually collectible card game.
Complexity trains strategic thinking.
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Distinction between input output randomness & unpredictability: from Randomness and Game Design
Use ramdomness sparingly.
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Games with simple relations and play
mechanics are simpler to evolve.
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Minimal viable game.
Keep a good state in the loop AND supply an evolving story line.
Stories kill fun in loops.
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If Games Were Like Game Stories...
From Nick Case If Games Were Like Game Stories... Games don’t’ branch, they evolve.
Even branching games do not have branching at their core.
Interact early with concept art.
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Black and white games: “get ready for fight or flight”
What I say here is based on anecdotal evidence from working experience, no data no lab.
Applied games
definition and theory
An applied game (serious game) is a game designed for a primary purpose other than pure entertainment.
Take this as a sort of definition. Hard to say which are not serious. Note that in effort, style, problematic this changes little.
Self referential / Referring games
Both may be good or bad.37
You will need full game design skils – and more - to create good games that teach something.
Shortcuts …
Game design is a specific profession. Image from Extra Credits.
Working in applied games is particularly complex / interesting because you are working in between systems.
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Motivational theory?
A game where you can’t win, and its not fun.
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This War of Mine
Each game is played because of a
motivational framework defined by…
the game itself.
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Transformation 2/6
Games for Health
Help people that are evolving towards a chronic desease by influencing behavior and disrupting this evolution.
NDA
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Customer thinks (s)he knows what “game” means. This is a problem.
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Designing Games for Health
RE-DESIGN
Tuesday, April 18, 2023
Category, competition, avatar, war, reward,
levels
Vs.
Inclusive, mentor, path, story, transformation
A language change.50
Ian Bogost: gamification is bullshit.
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Redesigned by including negative feedback, turning avatar to mentor, building an AI.
Designing Games for Health
TIPS
Distinguish (and then merge) projective experiences and couching.
Genre and inclusiveness.
Power of baptism. Comes in many forms...
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the greatest invention of the video game era was – and continues to be – “single-play”.Applied game’ customers often don’t get
this. Independence, absence.
Beyond the avatar: Discarding the relatable avatar for a meaningful voice learning from poetry
Transformation 3/6
Games for Change
This is the communication context. Few really cares about global warming, we have to make people aware of consequences.
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Not so cool for not geeks.
agent based model
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Designing Games for Change
RE-DESIGN
Tuesday, April 18, 2023
Dystopic future, like in The Curfew. “Lacking food water oil”, daily life has to change. 64
How will you prepare breakfast without
electricity?
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Variations on daily life habits due to external
changes.
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Designing Games for Change
TIPS
Emergence: a set of simple rules acting on many
elements. The game is an emergent behaviour
Progression: a predefined set of actions to be performed to
complete the game
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Emergence / Progression
Sim City, Braid.
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So?
Become a game designer: study, prototype, release, loop
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Sources www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29
http://www.gamasutra.com/blogs/NickyCase/20140811/222467/If_Games_Were_Like_Game_Stories.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29 http://www.anglia.ac.uk/ruskin/en/home/microsites/global_sustainability_institute/our_research/resource_management.Maincontent.0021.file.tmp/Climate%2520Change_Resource%2520Scarcity_Conflict%252019-09.pdf
http://www.aboutkidshealth.ca/En/Pages/default.aspx
https://mysugr.com/
https://www.flickr.com/photos/littleloud/6725429655/in/photostream/
http://images4.fanpop.com/image/photos/24200000/Dominion-card-and-tile-games-24276844-502-405.jpg
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My twitter stream is mostly dedicated to
game design
http://twitter.com/ppolsinelli
A blog on game design
http://designagame.eu
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