Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
 
Obligatory Speaker Info
 
 
 
 
UN Fear of  The Unknown Blame Transference Targeted Frustration SCAPEGOATING
 
Whee!
Your level isn’t fun!
ENVIRONMENTS UNREALISTIC? Probably the level design!
FRAMERATE DROPPING? It’s got to be the level design!
MISSED THE MILESTONE? Damn you level designers!
FENRIS THE WOLF APPEARING TO BRING ABOUT THE AGE OF RAGNAROK? LEVEL DESIGN!
 
 
<ul><li>“…  a hostile social - psychological discrediting routine by which people move blame and responsibility away from ...
 
Transferring the fear of failure I just wrote the code! I just wrote the spec! I just made the art! I just… Ah, crap!
 
Art Director
 
 
 
Greater than sum of parts
Greater than sum of parts FUN
So, will it be fun? Define “ fun ”
Greater than sum of parts NOT FUN
Scapegoating <ul><li>Why the hate, Ed? </li></ul>
Prolonged Scapegoating <ul><li>Destroys Morale </li></ul>
Prolonged Scapegoating <ul><li>Destroys Morale </li></ul><ul><li>Risks Quality </li></ul>
Prolonged Scapegoating <ul><li>Destroys Morale </li></ul><ul><li>Risks Quality </li></ul><ul><li>Replicates Virally </li><...
Prolonged Scapegoating <ul><li>Destroys Morale </li></ul><ul><li>Risks Quality </li></ul><ul><li>Replicates Virally </li><...
<ul><li>Scapegoating  isn’t  a  SOLUTION , it’s a  REACTION </li></ul>
 
Fun Fun Fun Fun Fun
Fun Fun Fun Fun Fun Design Iteration
Creation Testing Response Collaboration Redesign
Creation Testing Response Collaboration Redesign How does iteration prevent scapegoating?
Creation Testing Response Collaboration Redesign
Iteration of Game Pressures of Development
<ul><li>Tools </li></ul><ul><li>Time </li></ul><ul><li>Talent </li></ul><ul><li>Trust </li></ul>
A Good Level Design Tool
Not a Good Level Design Tool It looks like you’re trying to make a fun level!
Tools <ul><li>Great tools allow for great iteration when change/effect loop is compressed as much as possible </li></ul>
Great Tools <ul><li>Allow changes to happen easily </li></ul><ul><li>Allow the effect of changes to be assessed quickly </...
Difficult Tools <ul><li>Bog the level designer down in process </li></ul><ul><li>Require time and effort to see changes </...
Tools <ul><li>Good tools will FACILITATE successful iteration </li></ul>
Time <ul><li>Iteration takes time, there is simply no way around this </li></ul>
Time <ul><li>Honest scheduling </li></ul>
Time <ul><li>Honest scheduling </li></ul><ul><li>Realistic scoping </li></ul>
Time <ul><li>Preserving time for level designers to experiment will allow for MORE iteration </li></ul>
Talent <ul><li>Communication </li></ul>
Talent <ul><li>Communication </li></ul><ul><li>Improvisation </li></ul><ul><li>Flexibility </li></ul>
Talent <ul><li>The more talent, the better QUALITY of iteration </li></ul>
Trust
Trust <ul><li>Information </li></ul>
Trust <ul><li>Information </li></ul><ul><li>Discussion </li></ul>
Trust <ul><li>Information </li></ul><ul><li>Discussion </li></ul><ul><li>Education </li></ul>
Trust <ul><li>Information </li></ul><ul><li>Discussion </li></ul><ul><li>Education </li></ul><ul><li>Pluralism </li></ul>
Trust <ul><li>Management of Expectation </li></ul>
Trust <ul><li>Trust PERMITS iteration to happen </li></ul>
Talent <ul><li>Communication </li></ul><ul><li>Improvisation </li></ul>
Tools+Time+Talent+Trust <ul><li>Good tools will FACILITATE successful iteration </li></ul><ul><li>Preserving time for leve...
In Closing <ul><li>No fear  when progress is perceptible </li></ul><ul><li>No panic  when the game is fun </li></ul><ul><l...
<ul><li>“When you do things right, people won't be sure you've done anything at all.” </li></ul><ul><li>-- God </li></ul>
Upcoming SlideShare
Loading in …5
×

GDC 2011 - "Unscaping the Goat" (Level Design in a Day)

3,830 views

Published on

Unscaping the Goat is my talk from GDC2011, addressing the issue of scapegoating in the game industry, especially as it pertains to level designers. Why does it happen, why do we do it, and how to we prevent it when making games? Here are my thoughts.

Published in: Technology, Education, Design
  • Be the first to comment

GDC 2011 - "Unscaping the Goat" (Level Design in a Day)

  1. 2. Obligatory Speaker Info
  2. 7. UN Fear of The Unknown Blame Transference Targeted Frustration SCAPEGOATING
  3. 9. Whee!
  4. 10. Your level isn’t fun!
  5. 11. ENVIRONMENTS UNREALISTIC? Probably the level design!
  6. 12. FRAMERATE DROPPING? It’s got to be the level design!
  7. 13. MISSED THE MILESTONE? Damn you level designers!
  8. 14. FENRIS THE WOLF APPEARING TO BRING ABOUT THE AGE OF RAGNAROK? LEVEL DESIGN!
  9. 17. <ul><li>“… a hostile social - psychological discrediting routine by which people move blame and responsibility away from themselves and towards a target person or group.” </li></ul><ul><li>(Simon Crosby, the Scapegoat Society) </li></ul>
  10. 19. Transferring the fear of failure I just wrote the code! I just wrote the spec! I just made the art! I just… Ah, crap!
  11. 21. Art Director
  12. 25. Greater than sum of parts
  13. 26. Greater than sum of parts FUN
  14. 27. So, will it be fun? Define “ fun ”
  15. 28. Greater than sum of parts NOT FUN
  16. 29. Scapegoating <ul><li>Why the hate, Ed? </li></ul>
  17. 30. Prolonged Scapegoating <ul><li>Destroys Morale </li></ul>
  18. 31. Prolonged Scapegoating <ul><li>Destroys Morale </li></ul><ul><li>Risks Quality </li></ul>
  19. 32. Prolonged Scapegoating <ul><li>Destroys Morale </li></ul><ul><li>Risks Quality </li></ul><ul><li>Replicates Virally </li></ul>
  20. 33. Prolonged Scapegoating <ul><li>Destroys Morale </li></ul><ul><li>Risks Quality </li></ul><ul><li>Replicates Virally </li></ul><ul><li>Destroys the System </li></ul>
  21. 34. <ul><li>Scapegoating isn’t a SOLUTION , it’s a REACTION </li></ul>
  22. 36. Fun Fun Fun Fun Fun
  23. 37. Fun Fun Fun Fun Fun Design Iteration
  24. 38. Creation Testing Response Collaboration Redesign
  25. 39. Creation Testing Response Collaboration Redesign How does iteration prevent scapegoating?
  26. 40. Creation Testing Response Collaboration Redesign
  27. 41. Iteration of Game Pressures of Development
  28. 42. <ul><li>Tools </li></ul><ul><li>Time </li></ul><ul><li>Talent </li></ul><ul><li>Trust </li></ul>
  29. 43. A Good Level Design Tool
  30. 44. Not a Good Level Design Tool It looks like you’re trying to make a fun level!
  31. 45. Tools <ul><li>Great tools allow for great iteration when change/effect loop is compressed as much as possible </li></ul>
  32. 46. Great Tools <ul><li>Allow changes to happen easily </li></ul><ul><li>Allow the effect of changes to be assessed quickly </li></ul><ul><li>Have a focus on usability, flexibility </li></ul><ul><li>Provide feedback </li></ul><ul><li>Allow collaboration and communication of intent </li></ul><ul><li>Work consistently </li></ul>
  33. 47. Difficult Tools <ul><li>Bog the level designer down in process </li></ul><ul><li>Require time and effort to see changes </li></ul><ul><li>Are not usability focused - they are “Arcane” </li></ul><ul><li>Do not provide feedback when used incorrectly </li></ul><ul><li>Restrict the number of people working on a level at once </li></ul><ul><li>Break often, costing time and sanity </li></ul>
  34. 48. Tools <ul><li>Good tools will FACILITATE successful iteration </li></ul>
  35. 49. Time <ul><li>Iteration takes time, there is simply no way around this </li></ul>
  36. 50. Time <ul><li>Honest scheduling </li></ul>
  37. 51. Time <ul><li>Honest scheduling </li></ul><ul><li>Realistic scoping </li></ul>
  38. 52. Time <ul><li>Preserving time for level designers to experiment will allow for MORE iteration </li></ul>
  39. 53. Talent <ul><li>Communication </li></ul>
  40. 54. Talent <ul><li>Communication </li></ul><ul><li>Improvisation </li></ul><ul><li>Flexibility </li></ul>
  41. 55. Talent <ul><li>The more talent, the better QUALITY of iteration </li></ul>
  42. 56. Trust
  43. 57. Trust <ul><li>Information </li></ul>
  44. 58. Trust <ul><li>Information </li></ul><ul><li>Discussion </li></ul>
  45. 59. Trust <ul><li>Information </li></ul><ul><li>Discussion </li></ul><ul><li>Education </li></ul>
  46. 60. Trust <ul><li>Information </li></ul><ul><li>Discussion </li></ul><ul><li>Education </li></ul><ul><li>Pluralism </li></ul>
  47. 61. Trust <ul><li>Management of Expectation </li></ul>
  48. 62. Trust <ul><li>Trust PERMITS iteration to happen </li></ul>
  49. 63. Talent <ul><li>Communication </li></ul><ul><li>Improvisation </li></ul>
  50. 64. Tools+Time+Talent+Trust <ul><li>Good tools will FACILITATE successful iteration </li></ul><ul><li>Preserving time for level designers to experiment allows MORE iteration </li></ul><ul><li>The more talent, the better QUALITY of iteration </li></ul><ul><li>Trust PERMITS iteration to happen without interference </li></ul>
  51. 65. In Closing <ul><li>No fear when progress is perceptible </li></ul><ul><li>No panic when the game is fun </li></ul><ul><li>No blame when changes are easy </li></ul><ul><li>No mistrust when answers are plentiful </li></ul>
  52. 66. <ul><li>“When you do things right, people won't be sure you've done anything at all.” </li></ul><ul><li>-- God </li></ul>

×