Digital Narrative: Player Choices, Fun, & Dilemma

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Information from Game Design Workshop by Tracey Fullerton, 2nd edition.

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Digital Narrative: Player Choices, Fun, & Dilemma

  1. 1. Choice, Dilemma, Fun, & Playtesting Chapters 11 & 9 Game Design Workshop, Tracy Fullerton Digital Narrative Theory & Practice Dr. Lori Landay
  2. 2. Fun & Flow (Mihály Csíkszentmihályi)
  3. 3. Choices & decisions
  4. 4. Hierarchy of payoffs in the Prisoner’s Dilemma is: 1. · Temptation for defection: zero years 2. · Reward for mutual cooperation: one year each 3. · Punishment for mutual defection: three years each 4. · Sucker’s payoff for unreciprocated cooperation: five years
  5. 5. Part 2: Playtesting
  6. 6. ·Overall, what were your thoughts about the game? · What were your thoughts about the game play? · Were you able to learn how to play quickly? · What is the objective of the game? · How would you describe this game to someone who has never played it before? What would you tell them? · Now that you have had a chance to play the game, is there any information that would have been useful to you before starting? · Is there anything that you did not like about the game? If so, what? · Was anything confusing? Please take me through what you found to be confusing.
  7. 7. Iterative process What needs to change?

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