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Game design through the eyes of gaming history

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Digital ame design is a relatively new profession. I present how it has evolved through the eyes of gaming history.

Digital ame design is a relatively new profession. I present how it has evolved through the eyes of gaming history.

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  • 1. Game design Through the eyes of gaming history
  • 2. 1962 1971 1971 Spacewar! 1st gen digital game Computer space 1st gen arcade game Magnavox odyssey 1st gen home console First attempts
  • 3. Atari First to achieve commercial success with their arcades and consoles
  • 4. The golden coin-ops era 1972-1985 Space invaders 1978 Pac Man 1980 Street fighter II 1991 Donkey kong 1980 Asteroids 1981 10,000,000,000+ 8,000,000,000+ 6,500,000,000+ 1,120,000,000+ 500,000,000+ Typical arcade commercial
  • 5. Game design to serve monetization ● Super intuitive controls and objectives ● Endless, race to highscore game play ● Skill based games
  • 6. Genre innovation in the 80’s
  • 7. 1985 NES 3rd gen console that revived the dying US market Home consoles ● In depth game design ● Exploration and progression as objectives ● New “auto-save” mechanics ● Hours of gameplay Link to arcade commercial
  • 8. PC as a gaming platform
  • 9. 1989 1996 Game boy 3rd gen handheld Tamaguchi 1st “casual” handheld, aiming at girls as main consumers Handhelds ● Fragmented gameplay ● Half a toy, half a game Link to Tamaguchi commercial Link to Game boy commercial
  • 10. Hello casualers! 2001 20021990 Bejewled Downloaded over 150M times The sims Best selling PC game in all times Solitaire The most popular PC game
  • 11. Online and social - boys MMORPG Most subscribed game with 7M paying customers. 2004 ● Massive multiplayer online role playing game ● Game as a service (IM’s, guilds, forums) ● Sandbox, an open world ● Almost endless gameplay
  • 12. Online and social - Girls Social game Biggest social game, more than 11M DAU at peak. FTP 2009 ● Using the vast FB community to go where no game had ever gone before ● Data is a major factor on the game design ● Behaviorism is another major factor ● Clever use of in app purchases ● Appeared in Time’s “50 worst innovations” list
  • 13. Shifting to mobile (2009) Fruit ninja New mechanics for touch screens Draw something First true mobile social success Angry birds Bringing puzzles to the people!
  • 14. And… New audience!
  • 15. ● The Ipad brought gaming to toddlers ● Playing gamified toys ● Dominated by free to play model Toddlers
  • 16. App Stores 2014 Candy crush saga Top grossing, a monetization machine Clash of clans Top grossing, dumbed down RTS game Flappy bird The app store phenomena of 2014
  • 17. Free to play ● Games are built for short sessioned gameplay ● Game design emphasizes micro transactions ● Game design by data ● Fragmented gameplay And.. Flappy bird clones.
  • 18. 2013 2012 2002- Playstation vita 8th gen handheld Steam 70% share of digital PC games distribution Home consoles Playstation 4 8th gen console presenting amazing audio-visual experiences
  • 19. Thoughts of the future? ● Games as a service (QuizUp) ● E-commerce games (Covet fashion) And.. Flappy bird clones.Taking a wild guess here...
  • 20. Thoughts of the future? ● New gamers migrating to more serious gameplay. ● Indie leaps forward, due to cost-effective projects and crowdsource efforts. ● And yea, oculus rift. Taking a more educated guess...
  • 21. Gaming is… Everywhere “Everything in the future online is going to look like a multiplayer game” - Eric Schmidt, Google chairman Xbox 1 commercialDonkey kong commercial
  • 22. Why do we love games so much? Answers in the next lecture...