Gamegame workshop

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    Gamegame workshop - Presentation Transcript

    1. GameGame Sessions • ‘Theory meets Design meets Play Workshop’ Aki Järvinen aki@gameswithoutfrontiers.net gamegame (c) Aki Järvinen 2005-6
    2. Programme for the day • Introduction: Theory of Game Elements (90 mins) • GameGame: Theory meets Design meets Play (30 mins) • break • GameGame Play Session: Learning the Rules (90 mins) • break • GameGame Play Session 2: Play in Pairs (60 mins) • Wrap-up & Feedback discussion (20 mins) gamegame (c) Aki Järvinen 2005-6
    3. The Theory Part • Introduction to a theory of game elements • Which you will meet as playing cards later • Which, when combined, make up designs for games • Or, systems we know as games gamegame (c) Aki Järvinen 2005-6
    4. All kinds of games allowed! • All games, regardless of the media or technology they employ, contain certain elements • They are not all the same • Or implemented in the same manner or technique • Yet there are underlying similarities: goals, objects to be manipulated, environments, players, etc. gamegame (c) Aki Järvinen 2005-6
    5. Same but different • How to conceptualise this ‘same but different’ qualities of games? • One needs to conceptualise the qualities • And build a framework that brings them together, as in individual games • The notion of System gamegame (c) Aki Järvinen 2005-6
    6. Games as systems • System is ‘a dynamic whole with interacting parts’ • In game systems: 1) game elements equal the parts • 2) elements have relationships, they interact • 3) when players engage with the elements, it gives birth to another kind of interaction: game play • game play gives birth to dynamics; ‘the run-time behavior of the system’ (LeBlanc) • GameGame & You will make up a dynamic whole later gamegame (c) Aki Järvinen 2005-6
    7. The Theory of Game Elements • Conceptualises possible different configurations of game systems • i.e. the difference between one game and another is due to the fact that their systems are configured differently • configuration of football vs. the configuration of Prince of Persia • The theory is a form of Applied Ludology • Which provides solutions for practical game analysis & design gamegame (c) Aki Järvinen 2005-6
    8. Element categories: overview BEHAVIORAL SYSTEMIC ELEMENTS ELEMENTS game play COMPOUND ELEMENTS • A game system in operation, i.e. a game being played, puts these elements into interaction gamegame (c) Aki Järvinen 2005-6
    9. Game elements: overview BEHAVIORAL ELEMENTS SYSTEMIC ELEMENTS • components players • game play • environment contexts • ruleset • game mechanics • theme • information COMPOUND • ELEMENTS interface • • The element categories group gamegame different element classes (c) Aki Järvinen 2005-6
    10. Game elements: overview • All game elements have an ownership attribute • There are three kinds of ownership attributes: [game element]-of-self [game element]-of-other(s) [game element]-of-system • Ownership attributes often create inherent tension and competition to a game • Thus, many games revolve around ownerships gamegame shifting back and forth (c) Aki Järvinen 2005-6
    11. What ludologists do • game theorists deconstruct existing games into elements gamegame (c) Aki Järvinen 2005-6
    12. gamegame (c) Aki Järvinen 2005-6
    13. What Game Designers do Mushrooms Components Theme Mario Koopa Coins Italian Plumber in a Fantastic World Game mechanics Environment Running Platforms Jumping Goal Tubes Save the Princess Interface • game designers construct & Gamepad games from elements, game developers implement them gamegame (c) Aki Järvinen 2005-6
    14. Game elements: overview BEHAVIORAL ELEMENTS SYSTEMIC ELEMENTS • components players • game play • environment contexts • ruleset • game mechanics • theme • information COMPOUND • ELEMENTS interface • gamegame (c) Aki Järvinen 2005-6
    15. Another visualization gamegame (c) Aki Järvinen 2005-6
    16. Another theory: Why? • There are numerous theories of what games are made of - Parlett, Juul, Salen & Zimmerman, Aarseth, etc. • My defenses to bring another theory into the world: • To function as a hands-on analysis & design method, ‘design by elements’ • Certainly the first to be operationalized as a game! • and a basis for a Design Document template gamegame (c) Aki Järvinen 2005-6
    17. GameGame: Background •GameGame: Theory meets Design meets Play •‘Ludology meets Understanding Comics’ gamegame (c) Aki Järvinen 2005-6
    18. Component evolution gamegame (c) Aki Järvinen 2005-6
    19. gamegame (c) Aki Järvinen 2005-6
    20. Play-testing evolution gamegame (c) Aki Järvinen 2005-6
    21. Previous workshops • Both in academic and industry contexts • Sulake, Apr 2005 (left) • University of Bergen, Norway, Feb 2007 (above) gamegame (c) Aki Järvinen 2005-6
    22. Adaptation to GameGame BEHAVIORAL ELEMENTS SYSTEMIC ELEMENTS • components players • game play • environment contexts • • ruleset as goals & end/victory conditions • game mechanics • theme COMPOUND • information ELEMENTS • interface 22 gamegame (c) Aki Järvinen 2005-6
    23. Game elements of GameGame BEHAVIORAL ELEMENTS SYSTEMIC ELEMENTS • cards you • game play workshop • • design a game; sell it to others; 2nd milestone • collecting, choosing, trading, performing, voting • game design • hidden / open information COMPOUND 23 ELEMENTS gamegame (c) Aki Järvinen 2005-6
    24. What Game Designers do Mushrooms Components Theme Mario Koopa Coins Italian Plumber in a Fantastic World Game mechanics Environment Running Platforms Jumping Goal Tubes Save the Princess Gamepad gamegame (c) Aki Järvinen 2005-6
    25. GameGame: The rules • The Manual: • http://gamegame.blogs.com gamegame (c) Aki Järvinen 2005-6
    26. GameGame cards gamegame (c) Aki Järvinen 2005-6
    27. GameGame cards gamegame (c) Aki Järvinen 2005-6
    28. GameGame cards gamegame (c) Aki Järvinen 2005-6
    29. GameGame cards gamegame (c) Aki Järvinen 2005-6
    30. GameGame cards gamegame (c) Aki Järvinen 2005-6
    31. GameGame cards gamegame (c) Aki Järvinen 2005-6
    32. Game mechanics gamegame (c) Aki Järvinen 2005-6
    33. Assets gamegame (c) Aki Järvinen 2005-6
    34. The publisher gamegame (c) Aki Järvinen 2005-6
    35. Concept Template • ‘Design by Elements’ approach • Meant to Function as a documentation template of the concepts that come up through playing GG • With some tweaking, can be edited into a Game Concept brief • ...and continue fleshing it out towards a game design document gamegame (c) Aki Järvinen 2005-6
    36. Contact & more info • aki@gameswithoutfrontiers.net • http://gamegame.blogs.com • http://www.gameswithoutfrontiers.net gamegame (c) Aki Järvinen 2005-6

    + Aki JärvinenAki Järvinen, 3 years ago

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    Introduction to the Gamegame concept & outline for more

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