Your SlideShare is downloading. ×
  • Like
Game Design Talk
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×

Now you can save presentations on your phone or tablet

Available for both IPhone and Android

Text the download link to your phone

Standard text messaging rates apply
Published

 

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
    Be the first to like this
No Downloads

Views

Total Views
897
On SlideShare
0
From Embeds
0
Number of Embeds
0

Actions

Shares
Downloads
24
Comments
0
Likes
0

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. What is Game Design?
  • 2. A Two Fold Problem: Interface Fun
  • 3. The Masochist Teapot
  • 4. The Interface Issue
  • 5. Feedback!!! Look at Nintendo and Valve products. Use graphical effects and sound to form better player understanding.
  • 6. TF2 Examples Blood It doesn’t scale over distance. Deliberately moves outside thee silhouette The Spy Mask Various solutions Icon over the head The face mask
  • 7. The Visual Language Affordance How games actually speak to us. What is ‘possible’.
  • 8. The Visual Language
  • 9. The Visual Language
  • 10. The Problem of ‘Fun’ Obvious In Hindsight But that’s too late! Subjective Everybody’s got an opinion. Raph Koster’s Theory of Fun About Learning
  • 11. What Is A Game? It has ‘rules’ A game is played, but you can play without playing a game. It has a ‘Quantifiable Outcome’ The Magic Circle
  • 12. Goals & Rewards Goals The motivate for the player. Doesn’t have to be the end result of the game. Isn’t always explicit Rewards Ceremonies Meaningful Items to Show-off Achievements
  • 13. Different Player Types Understand there isn’t one ‘perfect user’ Richard Bartle’s MUD Player Model Achiever Explorer Socialiser Killer Girl Gamers?
  • 14. Play Testing! The Boring Truth Techniques that Miyamoto used Value Too! The Only Real Way to Tell
  • 15. The Future of Game Design Casual ‘Learning’ Games ‘Wii Fit’ and ‘Cooking Guide’. More Analogue Expressions Little Big Planet Game Rules As Art The Marriage Braid
  • 16. Casual Learning Games
  • 17. More Expressive Input
  • 18. Game Rules As Expression Expresses Married Life Through Games Rules and structure.
  • 19. Reverse time mechanic supports narrative.
  • 20. Some Further Reading A Theory of Fun For Game Design Rules of Play Game Design Fundamentals The Design of Everyday Things