Example analysis: PinballWhich are the user inputs?Works in different media – nice on the iPad.
Progressive views:1.Just keep the ball in play2.Make point rich hits3.Reach goals4.Complete the story5.Solo not fun any more.Can be fun just to show off(high scores, show to friends).Pinball game hermeneutics.
Game are made of loopsTo analyze the mechanics of a game, you got to find the loops.
And loops are made ofsurpriseshttp://en.wikipedia.org/wiki/Kinder_Surprise
SticktobasicsThese are some of the mechanics – plus status competition …This is very important in order to establish deep contact with your users: find the deep motivation.
Is this simple mechanic union relevant only for classical games? Union of drawing – racing
Drawing with your figer on the iPad is nice. Racing with small cars is beautiful.
Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies development, but is a plus here, not a minus.
SurprisesFlipper surprises us by say enabling additional bats Or by moving parts that were still. In videogames.Using the same mechanics for different ends is usually very effective and preserves usability used so far.
HEROICAHeroica: the hero’s journey, becomes engaging through mini games – typically a DUEL. Race, mystery solving. Most natural (and most difficoult) game design choice.Interesting because of cross game gaming.
“This game is engaging”Engagement can be caused by disparate reasons:1. Engagement because of s fun base mechanic2. Engagement by using a virtual world projection mechanicsEngaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower defence, verify the chapter in theory of fun), or by using a virtual world projection mechanics
“Fun isaboutlearning ina contextwhere thereis nopressure”But in school there is, and there has to be, pressure. There is here a dynamic.http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
the flowThe blurry edge between challenging and too difficoult.There is the flow. We are tackling the tip of something complex. When we arekept at the margin of our abilities – it’s the flow graph. So its complex,there are exceptions everywhere.
Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)
And from ateacher’sstandpoint?A positive lesson isthat games can bean opportunity forstats.Videogames are a great opportunity for statistics. Statistics are way better than teachers reports or impressions – see Kahneman…