Game Design Workshop @ Naresuan University

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Game Design Workshop @ Naresuan University

  1. 1. Game Design Workshop Naresuan University 9.2.2014 by C a ro li n a Is la s
  2. 2. Section B Why game design?
  3. 3. Digital games How much does it cost to make a “big” video game?
  4. 4. What team do I need? Producer Designers (gameplay, balancing) Artists Programmer (graphics, physics, AI, sound, scripting, UI, game tools, network....) Level designer Sound Engineer Tester Publisher
  5. 5. Model for interactive game design Important cycles: play-testing, evaluating, and revising Source Fullerton et al. (2004) page 197
  6. 6. Please make teams
  7. 7. Section C game background
  8. 8. Definitions Being playful Gameplay Figure from Islas Sedano, 2012
  9. 9. How old games are?
  10. 10. How old games are? “The fact that play and culture are actually interwoven with one another was neither observed nor expressed, whereas for us the whole point is to show that genuine, pure play is one of the main bases of civilization.” Huizinga, 1950.
  11. 11. Meta classification Source: Callois, R. (1961) Man, Play and Games. Page 54.
  12. 12. Digital Game origins (1/2) 1958 Wally Higginbotham Screenshot source
  13. 13. Digital Game origins (2/2) 1961 Steve Rusell Spacewar! Screenshot source
  14. 14. Digital Games Video games (timeline of consoles, video history MMO) Mobile games ( video snake, photo - trends) Location-based games* (e.g. geocatching, visions with AR) Pervasive games* (IPerG) ARG (Alternate Reality Games)* (experience of the Lost Ring) * transmedia
  15. 15. Please fill PART II of the questionnaire
  16. 16. Section D Game Systems
  17. 17. System.... (in engineering) ..... is a combination of components that act jointly to achieve a specific objective.
  18. 18. System.... (in engineering) ..... is a combination of components that act jointly to achieve a specific objective. Ogata, K. (1987) Dynamic Systems. Page 417
  19. 19. System lexicon (engineering) A component is a particular unit in the function of a system. A system can be call dynamic when the output depends of an input from the past. That means, systems are changing states or moving constantly to be useful. Example: vehicles, entertainment equipment (TV, radio), computers. A static system is constant. Example: buildings, bridges, furniture.
  20. 20. Defining Games are dynamics systems of interaction approached with a playful attitude .
  21. 21. Games Lexicon Game components Game mechanics Game dynamics
  22. 22. Game components Often includes: Aesthetics Story Technology
  23. 23. Game mechanics Game mechanics are the core of the game. Taxonomies of game mechanics are incomplete. Why? a) involve objective set of rules b) involve mental models of the players.
  24. 24. Taxonomy of Game Mechanics suggested by Schell. 1. Space 2.Object, attribute and states 3.Actions 4.Rules 5.Skills 6.Chance
  25. 25. Game dynamics Once players are playing the game is possible to see the game mechanics in movement, so the game dynamics unveil.
  26. 26. Section E Players
  27. 27. IGDA defines Hardcore Gamer: Gamers who typically play high-action, extremely competitive games that require a greater degree of involvement or dexterity in order to progress. •Core Gamer: Gamers who typically play games with a steeper learning curve or games that require some level of deeper involvement or complex tactical challenges. •Casual Gamer: Gamers who play games for enjoyment and relaxation rather than games with steep learning curves or requiring high levels of commitment or involvement. source here
  28. 28. Features of casual games by Brathwaite and Schreiber 1. Easy to learn 2.Reduced complexity 3.Casual conflicts 4.Short play time 5.Lack of commitment 6.Family friendly
  29. 29. Demographics Classification by Schell 0-3: Infant/Toddler 4-6: Preschooler 7-9: Kids 10-13: Preteen or Tween 13-18: Teen 18-24: Young Adult 25-35: Twenties and Thirties 35-50: Thirty and Forties 50+: Fifties and Up
  30. 30. Five things Males like to see in games according to Schell Mastery Competition Destruction Spatial Puzzles Trial and Error
  31. 31. Five things Females like to see in games according to Schell Emotion Real World Nurturing Dialog and Verbal Puzzles Learning by Example
  32. 32. Malone Heuristics for interaction in games Curiosity Challenge Fantasy Control * * With Lepper
  33. 33. Section F Evocative Objects
  34. 34. Evocative objects Are things we learn with.
  35. 35. Sherry Turkle We think with the objects we think we love; we love the objects we think with
  36. 36. Seymour Papert I fell in love with the gears.
  37. 37. Claude Levi-Strauss Material things are goods to think with and good to think with. Bricolage as a way of combining and recombining a closed set of materials to come up with new ideas
  38. 38. Examples Video 1 - feeling Video 2 - designing new boxes, cognitive
  39. 39. Thank you!

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