PLAYER,<br />PLAY<br />GAMES<br />Alvaro Gonzalez<br />Game Designer<br />/ThePlayer Experience<br />/GameClassification<br />/From Paidia to Ludus<br />/From Ludus to Hobby<br />/From Hobby to Gamification<br />--THE GAME A POWERFUL TOOL<br />
THE PLAYER EXPERIENCE <br />Whatyoushouldn’tfind in a game:<br /><ul><li>Anoutcomeknown in advance.
Anoutcomewith no possibility of error orsurprise.
Anoutcomeclearlyleadingtoan inescapable result.</li></ul>Whatyoushouldfind in a game:<br /><ul><li>Constant and unpredictabledefinitions of situations.
Clear rules thatfollowstheplayer’sactions.</li></ul>Whatyoushouldbeware in a game:<br /><ul><li>Theonewho break up thegamebydenouncingtheabsurdity of the rules, breakingthespell and brutallyrefuseingtoacquiesceof theproposedillusion.</li></li></ul><li>Play is in essence:<br />FREE: Isnotobligatory.<br />SEPARATE: Islimitedbyspace and time, defined and fixed in advance.<br />UNCERTAIN: thecoursecannot be determined, northeresult. Player’sactionsinitiativeshould rule this.<br />UNPRODUCTIVE: Playersshouldend in a situationsidenticaltothatprevailing at thebeginning of thegame<br />GOVERNED BY RULES: Limitedfreedomoutcomeonnews and creativeways of interactions.<br />MAKE-BELIEVE: Specialawareness of a secondreality as against real life.<br />These do notprejudgethecontent of games, just define diversequalities of thelanguage of play.<br />
GAME CLASSIFICATION<br />Agon(Competition) type of games:<br /><ul><li>Adversariesshouldconfronteachotherunder ideal conditions.
Winner’striumphis precise and has incontestable value.
Limits are defined and shouldnot be outsideassistance.
Foresight, vision and speculation are comfortzonestheplayerrestsontounderstandtheunpredictableoutcome.</li></li></ul><li>Mimicry (Simulation) type of games:<br /><ul><li>Become an illusory character, and behave as such.
Reflectplayer’scrude and brutal form of hispersonalityexpression
Should be freedomtoacceptorrefusetheexperience, strict and fixedlimits, and separation of therest of reality.
Theoutcome of vertigoisalwayspleasure.</li></li></ul><li>From Paidia to Ludus<br />Whatis…?<br />Paidia(Turbulence):Thisconditionistheprimarypower of improvisation and joy. Isthebasicfreedomneededtostimulatesdistraction and fantasy. <br />Ludus(Rules):Thisconditiondescipline and enriche. Providesanoccasionfortraiing and normally leads totheacquisition of a specialskillormastery a particular one.<br />
Kid:<br /><ul><li>Paidia: Spontaneousmanifestations of theplayinstinct.
Paidia: Elementaryneedfordisturbance and tumult.
Paidia: Disorderedagitation, animpulsive and easyrecreation.
Paidia: Pleasurefordestruction and breakingthings.
Paidia: Defy and upsetothers.</li></ul>Boy:<br /><ul><li>Ludus: Bornthedesiretoinvent rules, and toabidethemwhateverthecost.
Ludus: Reaching a solutions has no othergoalthan personal satisfactionforitsown sake.
Ludus: Theconflictiswiththeobstacle, notwithoneorseveralcompetitors.</li></ul>Teen:<br /><ul><li>Ludus, in itself, seemsincomplete.
Oneisless inspiredby personal achievement (ludus).
Solitarypleasure (ludus) haveto be substitutedby a contest.
Needforsocializationmakethelookingfor a partnersomethingnatural and primary.</li></li></ul><li>From Ludus to Hobby<br /><ul><li>Industrial civilization has givenbirthto a specialway of ludus, the Hobby, a secondary and gratuitousactivity, undertaken and pursuedforpleasure.
Hobby isanyoccupationthatisprimary a compensationtotheinjurytothepersonalitycausedbythedailywork.
Theconcept around Hobby makesthedevelopment of anyactivitypossiblebecausethepersonconfrontit in aneasyway.</li></ul>From Hobby to Gamification<br /><ul><li>Technicalcivilizationpromotes and encourages
There are no more injurytothepersonalitycausedbythedailywork. Hobby and Obligationsstarttomerg.
Gamification use thisneed of findingdiversion and amusement and use ittoreachhisownneeds. </li></li></ul><li>
thanks<br />firstname.lastname@example.org<br />AlvaroGonzalez<br />GameDesigner<br />alvarogonzalez.skype<br />@WASDCtrlSPACE<br />“I work as a Lead Game Designer and Senior Producer for the Kef Sensei game developer company, which in turn provides the well known international game publishers Playfirst, BigFishGames among others.. I have a kin sense of effectiveness for the games I passionately design. I work writing the plot, developing the idea, and supervising the programming. I also deal with the client and respond requests.My investigative approach is the generator of thousands of very original game ideas and designs that I thoroughly carry out and put in the street with efficiency. Both Kef Sensei projects and my personal Boardgames projects are done with passion and creativity.“<br />Meet Latin American Game Developers<br />email@example.com<br />@LatAmeGameDev<br />References:<br />Rules of Play: GameDesign Fundamentals, Katie Salen and Eric Zimmerman<br />Cambridge MIT Press, 2004<br />“TheDefinition of Play,” Roger Caillois.<br />Man, Play and Games, ed. LibrairieGallimard, 1958<br />