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Codemotion Milan
25 November 2016
emabolo@gmail.com
@emabolo
Game Design
What you should know about game design
whether you create games or not
Emanuele Bolognesi
emabolo@gmail.com
http://emabolo.com
@emabolo
www.gamearena.io
www.gamesnostalgia.com
www.gamesvoyager.com
www.gameborder.net
1
2
You do not talk
about game design
3
Game vs Toy
Game vs Toy
What is a game?
1. Games have goals
2. Games can be won and lost
3. Games have rules
4. Games are interactive
5. Games have conflicts
6. Games have challenges
Jesse Schell, The Art of Game Design
Main components of game design
Aesthetics
How your game looks, sounds and feels
No Man’s Sky (2016)
Monument Valley (2014)
Shadow of the Beast II (1990)
Warcraft III - Reign of Chaos (2002)
Warcraft iii
Monopoly (1935)
Story
The sequence of events
The Secret of Monkey Island (1990)
Assassin’s Creed (2007)
Space Invaders
Technology
What makes the game possible
Commander Keen (1990)
Mechanics
• Procedures and rules
• The goal of a game
• The victory conditions
• Actions that players can take
Pacman (1980)
Pacman - Commodore 64 version (1983)
Tomb Raider (1996)
MDA Framework
http://gangles.ca/2009/08/21/mda/
None of the elements is more important
than the others
More visible
Less visible
Right brain
Left brain
The elements support a theme
• Decide what your theme is
• Use every means possible to reinforce
that theme
create an experience
• A memorable experience!
• What experience do I want the
player to have?
• How can my game capture the
essence?
• Find as many ways as possible to
instill this essence into your game
The Goal:
Jesse Schell, The Art of Game Design
Batman Arkham Knight (2015)
Sid Meier’s Colonization (1994)
Game designers design experience
(by definition)
design experience !!!
UX designers
Think about it…
Focus and balance
Focus
• Clear goals
• No distractions
• Direct feedback
• Continuosly challenging
Mario Cart 8 (2014)
Balance
Challenges
Skills
Anxiety
Boredom
Balance
Rewards
• Reward with feedbacks: they tell the
players they are doing well
• Rewards generate pleasure
• In games there is no such thing as ”too
much reward”
Product where I can see
game design choices
Let’s take the standard home holiday
services…
Airbnb
Think about learning
languages…
And now let’s take Duolingo
GOALS
Experience Points
Difficulty level
-> balance
First of all: easthetic
Map + Badges
Player Level
Let’s take the usual navigation/map service
Now let’s take Waze
First of all: easthetic
Cartoon-style
Graphics
Player Levels and Ranks
Unlockable
avatars
Reports from higher level players have
greater influence
When you level up, your experience of
navigation changes and it even impacts
other “players”
And it’s not just “empty” gamification:
Final thoughts
• Give goals and rewards to your
users
• Balance the difficulty to keep
the user in the flow
• Give memorable experiences to
your users
• This is true for both games and
non-games
That’s enough!
Max Payne (2001)
Thank You!
Email emabolo@gmail.com
Twitter @emabolo
Skype emabolo
Website www.emabolo.com

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