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Game Design Talk
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  • 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