#G4C12: Game Design Workshop
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#G4C12: Game Design Workshop

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In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a ...

In this workshop, veteran game designer Nicholas Fortugno introduces the core idea of serious game design: using game mechanics and play to communicate, teach, or persuade. The workshop gives a definition of games that provides tools to think about the underlying systems that make them work, and then shows how those systems can be constructed to lead to specific play patterns. Examples are shown from successful serious games of the relationship between the game mechanics and the serious content. Participants then take part in a hands-on analog game design exercise to put these lessons to work by making a prototypes of a game for a pre-selected issue. The goal of the workshop is to give participants direct experience thinking in game design terms and trying to apply game design in an instrumental way. No previous game design experience required.

PARTICIPANTS:
Nick Fortugno, Co-Founder and Chief Creative Officer, Playmatics

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#G4C12: Game Design Workshop #G4C12: Game Design Workshop Presentation Transcript

  • Game Design Workshop Nicholas Fortugno Playmatics
  • Game Design Basics
  • Game Design Basics• Games have goals that the player tries to reach in order to win.
  • Game Design Basics• Games have goals that the player tries to reach in order to win.• A game’s rules are constraints on the player’s ability to reach the goal.
  • Game Design Basics• Games have goals that the player tries to reach in order to win.• A game’s rules are constraints on the player’s ability to reach the goal.• The combination of goals and rules forms a set of incentives that guide player choices and behavior.
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  • Game Design Basics• Games have goals that the player tries to reach in order to win.• A game’s rules are constraints on the player’s ability to reach the goal.• The combination of goals and rules forms a set of incentives that guide player choices and behavior.• This is what creates fun and the other emotions and messages games produce.
  • Using Games for Serious Purposes
  • Using Games for Serious Purposes• The key to using a game for a message or lesson is to embody the message in the play.
  • Using Games for Serious Purposes• The key to using a game for a message or lesson is to embody the message in the play.• The player has to engage with the message by playing, meaning through the action of making choices in the game system.
  • Examples of Embodied Play
  • Examples of Embodied Play• Games as modeling
  • Examples of Embodied Play HD Lab, Playmatics
  • Examples of Embodied Play The Redistricting Game, USC Game Innovation Lab
  • Examples of Embodied Play• Games as modeling• Games as simulation
  • Examples of Embodied Play Peacemaker, Impact Games
  • Examples of Embodied Play Ayiti: The Cost of Life, gameLab, Global Kids
  • Examples of Embodied Play Hustlin’ Healthcare, Clay Ewing
  • Examples of Embodied Play• Games as modeling• Games as simulation• Games as abstract representation
  • Examples of Embodied Play Humans vs. Mosquitos, Mohini Dutta, Ben Norskov, Lien Tran, and Eulani Labay
  • Examples of Embodied Play• Games as modeling• Games as simulation• Games as abstract representation• Gamification of the method of change
  • Examples of Embodied Play Commons: The Game, Suzanne Kirkpatrick, Nien Lam, Jamie Lin
  • Workshop Exercise• Create a prototype – A very crude, very broken, first pass at a game• The goal is to have the core interactivity of the game (e.g. the players’ choice) embody the lesson or system you want the players to learn.
  • Questions?nick@playmatics.com Design | Innovation | Engagement www.Playmatics.com