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Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
Gamegame workshop
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Gamegame workshop

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Introduction to the Gamegame concept & outline for a day-long workshop on the subject.

Introduction to the Gamegame concept & outline for a day-long workshop on the subject.

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  • 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

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