Telling stories with games Joe Cutting
“ It’s only a game, it’s not meant to tell you anything”
 
 
The Company of Merchant Adventurers of York
What did the original Merchant Adventurers do? What sort of things did they trade in? What sort of places did they go to? ...
“ So what is a  game, anyway?”
 
1.  You’re given a goal and put in a situation 2.  You make a choice 3.  You receive feedback on that choice 4.  The situa...
 
Active Prolonged Engagement (APE)
1. You need enough information to make an informed choice 2. Success or failure feedback needs to be gradual.
Game models
 
 
 
 
Web link
3D makes games harder not easier
 
 
Commissioning a game
Do Don’t Draw out storyboards Decide on a primary audience Decide on a message Fit your message into the game definition S...
www.joecutting.com/advice.php www.joecutting.com/play.php www.show.me.uk www.sciencemuseum.org.uk/launchpad/launchball/ ww...
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Telling Stories With Games

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Joe Cutting, digital consultant and developer, on 'telling stories with games' in museums. What is a game? How do you commission a game? How do games work with learning?

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  • Ludwig Wittgenstein
  • Arcade game a better model – in length and casual nature But not the idea of dying or lives – a ploy to get you to play again and put more money in
  • Other web games
  • Telling Stories With Games

    1. 1. Telling stories with games Joe Cutting
    2. 2. “ It’s only a game, it’s not meant to tell you anything”
    3. 5. The Company of Merchant Adventurers of York
    4. 6. What did the original Merchant Adventurers do? What sort of things did they trade in? What sort of places did they go to? What did they use the Merchant Adventurer’s Hall for?
    5. 7. “ So what is a game, anyway?”
    6. 9. 1. You’re given a goal and put in a situation 2. You make a choice 3. You receive feedback on that choice 4. The situation may also change 5. Go to step 2 and make another choice.
    7. 11. Active Prolonged Engagement (APE)
    8. 12. 1. You need enough information to make an informed choice 2. Success or failure feedback needs to be gradual.
    9. 13. Game models
    10. 18. Web link
    11. 19. 3D makes games harder not easier
    12. 22. Commissioning a game
    13. 23. Do Don’t Draw out storyboards Decide on a primary audience Decide on a message Fit your message into the game definition Schedule prototypes Make it too long/complex
    14. 24. www.joecutting.com/advice.php www.joecutting.com/play.php www.show.me.uk www.sciencemuseum.org.uk/launchpad/launchball/ www.kongregate.com More information

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