Gametopian Game Design
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Gametopian Game Design

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Game design broken down to its fundamental elements and a vision for the future of gaming. ...

Game design broken down to its fundamental elements and a vision for the future of gaming.

The Gamer Brain is adapted from the brainhex developed by Chris Bateman. Learn more at http://blog.brainhex.com/

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  • Breathe <br /> Smile <br /> rock there socks off <br />
  • Fundamental no ego <br /> growth Love <br /> no walls time flies <br /> social <br />
  • Reality is broken no Fun No Feedback Extrinsic lives no hope of mastery <br /> Games will fix the world <br /> (click click) <br /> Still game designers doing the fixing We must be the next game designers, we must fix the world and ads <br />
  • Reality is broken no Fun No Feedback Extrinsic lives no hope of mastery <br /> Games will fix the world <br /> (click click) <br /> Still game designers doing the fixing We must be the next game designers, we must fix the world and ads <br />
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  • But after a year? life time? Hate brushing The point of hygiene is lost <br /> poked to death by points. <br /> Lazy boy coke points VS Nike vitamin water points Why is this bad game design? <br />
  • But after a year? life time? Hate brushing The point of hygiene is lost <br /> poked to death by points. <br /> Lazy boy coke points VS Nike vitamin water points Why is this bad game design? <br />
  • But after a year? life time? Hate brushing The point of hygiene is lost <br /> poked to death by points. <br /> Lazy boy coke points VS Nike vitamin water points Why is this bad game design? <br />
  • only using a fraction of game design <br /> What makes games great is all of it <br /> <br /> Give you these tools to be a great game designer. <br />
  • Lives filled with joy and achievement <br /> Experiences that fulfill people deepest needs <br /> A world where every moment of your life is awesome! <br />
  • So... Gareth was kind enough to bring me here to offer a new perspective. I want to show you that by putting together the Gamer Brain, the Trinity of Game Design, and all the technology that Jessie Shell talked about, we get something really cool. <br />
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  • adapted from Chris Bateman <br />
  • <br /> Or the collector <br /> lets look at an example <br />
  • Hardcore <br />
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  • Emotional roller coaster <br /> Friendship is based in the emotional journey, not time spent together. <br />
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  • every one has one! Bounce Around <br /> not equal parts Know Your Audience <br /> but all are present <br /> over 5000 gamer types Applicable to the design of any interaction <br />
  • What is The skill you want to cultivate? <br /> The Rules of the Game <br /> Goal <br /> tools <br /> obstacles <br />
  • flow <br /> Planners top level <br />
  • Level design is all about flow. <br /> learning the mechanic, then executing it. <br /> stakes <br /> Multiplayer matchmaking <br />
  • Super hard <br />
  • new character <br /> blank slate - project yourself into the character <br /> Mass Effect <br />
  • Gameplay is story Co-op story telling <br /> Characters <br /> Setting <br /> Plot twists <br /> Emotion <br /> Climax <br />
  • Great for triggering the achiever in all of us. <br /> Social Recognition <br /> What is left to be experienced <br />
  • Simple Gameplay <br /> Complex MetaGame <br />
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  • mastery- Battle hardened elite soldier <br /> autonomy- Legendary weaponry like Excalibur <br /> purpose- Save the universe! <br />
  • trend <br /> virtual bribes are cheaper than real ones <br />
  • Gameplay - Game over screen - checkmate <br /> Narrative - Plot choice has impacts on the story <br /> Meta Game- Sights and sounds of achievements <br />
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  • Fun engaging experiences <br />
  • What will make the shift? <br />
  • What will make the shift? <br />
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  • Most practical <br /> most fun <br /> Most crazy <br />

Gametopian Game Design Presentation Transcript

  • 1. GAMETOPIAN Game Design By Rob Beeson
  • 2. Play is the foundation. Click here to watch.
  • 3. Jane McGonigal, Ph.D si n ess You r Bu Text Click to watch
  • 4. Click here to watch the whole thing. Click here to watch a short version.
  • 5. Jesse Schell “every second of your life, you will be playing a game” But are points enough? +10! +20! +20!
  • 6. Adding points only uses one type of play and the MetaGame aspect of game design. Extrinsic Whole Life Sharing Cloud Rewards Tracking Gaming Geo- Quantitative Tracking Design Social Transmedia Networking Speech + + = Worlds Authenticity Recognition Beauty Curiosity Customizing Gap TV Eye/Face REM- Tracking tertainment Advergaming Micro- New Nooks & Transactions New Screens Crannies Sensors
  • 7. With points only Text game design, we get Gamepocalypse
  • 8. But if we use everything... Extrinsic Whole Life Sharing Cloud Rewards Tracking Gaming Geo- Quantitative Tracking Design Social Transmedia Networking Speech + + = Worlds Authenticity Recognition Beauty Curiosity Customizing Gap TV Eye/Face REM- Tracking tertainment Advergaming Micro- New Nooks & Transactions New Screens Crannies Sensors
  • 9. We get GAMETOPIAN Game Design
  • 10. Seven types of play. Adapted from ihobo’s BrainHex.
  • 11. Click here to watch. The Achiever loves to collect things. Achiever In the real world, it is known as materialism. The compulsion to collect is universal.
  • 12. Click here to watch. Conqueror Conquerors want to master their games. They want to feel challenged.
  • 13. Socializer Friendship = Common Interest + Emotional Journey
  • 14. Who are your real friends? 100 75 Emotion 50 25 0 Time Spent Real life friends Game life friends
  • 15. Click here to watch trailer. Masterminds love to solve things. Mastermind Games require understanding different realities. The mastermind presumes the puzzle can be solved.
  • 16. Click to watch reviews. Danger > Tools = Scary Seeker Danger < Tools = Boring Danger = Tools = Fun
  • 17. Daredevils need speed. The adrenalin from “near misses” is powerful. Click images to watch. Daredevil
  • 18. Click to watch The Survivor loves the feeling of being scared. The brain knows it is not in danger, so the fear is entertaining. Survivor
  • 19. Avatar > Character An avatar will always be more compelling than a character. Because it’s YOU making the decisions. Note: an avatar is not the likeness of the player, but the expression of the player.
  • 20. Everyone has one! Bounce Around! Know Your Audience! Find out what type of Gamer Brain you are.
  • 21. The Rules of the Game •What is the skill the game cultivates? •What is the goal of the game? •What tools does the player have? •What are the obstacles?
  • 22. Real World Click to watch e ss p in ap H ME-high CHEEK-sent-me-high
  • 23. Game World 1.Teach 2.Test 3.Rinse (save point) 4.Repeat
  • 24. In a game, the player is the avatar. Game designers build worlds for those avatars to write their own stories.
  • 25. Click to watch Avatars must be believable, no matter what path they take.
  • 26. Gameplay is Story How we play each game creates compelling stories. Replay Value is dependent on how compelling these stories are.
  • 27. on top of the game. MetaGame is the game MetaGames are all the points, achievements, trophies, badges that are earned through gameplay. MetaGames are great for rewarding the player for experiencing the game in different ways.
  • 28. The key to a good MetaGame is social currency. “Oh yeah, well I smoked “Oh yeah, well I a whole pack of defeated the Colossal cigarettes yesterday.” “Oh yeah, well my daddy bought me a Bentley.” Dark Dragon of Darklandia.” If your friends care, you care.
  • 29. A MetaGame alone does not constitute a game.
  • 30. Click to watch Metagames are extrinsic. Gameplay is intrinsic.
  • 31. The current trend is to use MetaGames as a motivation for NON-gameplay activities. Virtual bribes are cheaper than real ones.
  • 32. Not subtle feedback, fun.
  • 33. Subtle feedback, immersive.
  • 34. When you put them all together you can create amazing interactive experiences.
  • 35. Gamepocalypse VS Gametopia
  • 36. Gamepocalypse Gametopia •“Every moment of your life you are •“Every moment of your life is playing a game.” awesome!” •Games are just another layer of •Games use all of the Trinity and the extrinsic motivation. Gamer Brain. •Advertising has turned gaming into •Advertising has used games to brain washing. make peoples lives better.
  • 37. Thank You
  • 38. E-mail me: beeson.r@gmail.com See what I am playing on twitter @beesdaddy Get to know me on facebook.com/rob.beeson See the rest of my digital self on flavors.me/robbeeson
  • 39. Want to try it out?
  • 40. My Example presents +10! +20! +20! Teeth
  • 41. •Take a boring experience in real life. •Use the Trinity and the Gamer Brain. •Make a new game. •Post it as a response to this slideshow. Possible Achievements