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Brainstorming session

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Brainstorming Session with the Brahma Kumaris on games and values

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Brainstorming session

  1. 2. Player Styles <ul><li>Agon Games of competition & conflict </li></ul><ul><li>Alea Games of chance & “fate” </li></ul><ul><li>Mimicry Games of simulation & copying </li></ul><ul><li>Ilinx Games of vertigo & reckless abandon. </li></ul>
  2. 3. Project Goal <ul><li>Define aim of the project </li></ul><ul><li>to experience a value they don’t normally feel </li></ul><ul><li>through experience the world, build a better world </li></ul><ul><li>Tailor your values to balance relationships </li></ul><ul><li>Allow players to explore, express, and then exchange with one another </li></ul><ul><li>Encouraging values in daily life </li></ul><ul><li>Empowering relaxation that allows reflection on value </li></ul><ul><li>Experiential, differing short games focusing n 3-4 values </li></ul><ul><li>Tolerance - working on otehr values - going to other places in the world, make friends, experience different cultural values </li></ul><ul><li>Experience love & peace in engaging way that leads to greater awareness </li></ul><ul><li>Appreciate values as more than words but as a force of change </li></ul><ul><li>Experience is best way to learn values. </li></ul>
  3. 4. Project Goal <ul><li>To experience a value they don’t normally feel </li></ul><ul><li>Through experience the world, build a better world </li></ul><ul><li>Tailor your values to balance relationships </li></ul><ul><li>Allow players to explore, express, and then exchange with one another </li></ul><ul><li>Encouraging values in daily life </li></ul><ul><li>Empowering relaxation that allows reflection on value </li></ul><ul><li>Experiential, differing short games focusing n 3-4 values </li></ul><ul><li>Tolerance - working on otehr values - going to other places in the world, make friends, experience different cultural values </li></ul><ul><li>Experience love & peace in engaging way that leads to greater awareness </li></ul><ul><li>Appreciate values as more than words but as a force of change </li></ul><ul><li>Experience is best way to learn values. </li></ul>
  4. 5. Who is the Player? What is their Role? What are they going to do? <ul><li>Who is playing the game - age, gender, location? </li></ul><ul><li>Who is the player trying to be? Critical for representational & realistic games. In single game may have multiple roles/multiple modes. Ex. football–manager, coach, player. </li></ul><ul><li>In a role , as an avatar: </li></ul><ul><ul><li>A single character or object that represents the play </li></ul></ul><ul><ul><li>Player’s actions are limited to location </li></ul></ul><ul><li>Omnipresence </li></ul><ul><ul><li>Player can act in many or all places in the world </li></ul></ul><ul><ul><li>Chess </li></ul></ul>
  5. 6. Who is the Player? What is Goal? <ul><li>Player: 13-24, middle ages 18-25 or 13-17? Goal: Taking a value going deeper into experience of value, doing something out in real life. Inspire to action. Move emotionally, reflect in real life. Internal connection within selves. Group progression. </li></ul><ul><li>Player: middle ages - 18-25 but appealing to olders. Goal: Tolerance. Experience world, goal-making friends buy being differing characters. Goal 2: world - use values from OmCafe type experience to build environment building - values have consequences. </li></ul><ul><li>Player: cross-generational 13-25. Goal: Enlightment, building a better world, gaining a concrete result. Feel value, enter make choices in action, then create world - being fleshed out like an art piece. I do this action, this is the result. Layers of world that is built. Message becomes more subtle. (Social Game - Restaurant City - FB reflection). </li></ul><ul><li>Player: 13-18, appeals to adults like Pixar. Goal: To experience a goal they don’t usually feel. Avatar fantasy world with different kingdoms, characters on journey. Create unity. Kingdoms are values. Master elements sequentially. Discipline way to discovering values. </li></ul>
  6. 7. Who is the Player? What are they going to do? <ul><li>Define in relationship to achievement of the goal. </li></ul>
  7. 8. Conflict or Challenge <ul><li>Physical Challenges </li></ul><ul><ul><li>Speed and reaction time (twitch games) </li></ul></ul><ul><ul><li>Accuracy and precision (steering and shooting) </li></ul></ul><ul><ul><li>Timing and rhythm (dance games) </li></ul></ul><ul><ul><li>Learning special moves (fighting games) </li></ul></ul><ul><ul><li>Races – achieving something first </li></ul></ul><ul><li>Logical challenges (puzzles) </li></ul><ul><ul><li>Should be based on an underlying goal </li></ul></ul><ul><ul><li>Time </li></ul></ul><ul><ul><li>Trial-and-error solution is a sign of bad design </li></ul></ul><ul><li>Exploration Challenges </li></ul><ul><ul><li>Locked doors and traps </li></ul></ul><ul><ul><li>Mazes and illogical spaces </li></ul></ul>
  8. 9. Conflict or Challenge (continued) <ul><li>Conflict </li></ul><ul><ul><li>Strategy, tactics, and logistics - logistics (food for armies) is rarely used </li></ul></ul><ul><ul><li>Survival and reduction of enemy forces </li></ul></ul><ul><ul><li>Defending vulnerable items or units </li></ul></ul><ul><ul><li>Stealth </li></ul></ul><ul><li>Economic Challenges </li></ul><ul><ul><li>Accumulating wealth or points </li></ul></ul><ul><ul><li>Efficient Manufacturing </li></ul></ul><ul><ul><li>Achieving balance or stability in a system </li></ul></ul><ul><ul><li>Caring for living things within a system </li></ul></ul><ul><li>Conceptual Challenges </li></ul><ul><ul><li>Understanding something new </li></ul></ul><ul><ul><li>Deduction, observation, interpretation </li></ul></ul><ul><ul><li>Detective games offer conceptual challenges </li></ul></ul>
  9. 10. Conflict or Challenge <ul><li>Defines obstacle the player must face that supports the project goal: </li></ul>
  10. 11. Conflict or Challenge <ul><li>Physical Challenges </li></ul><ul><ul><li>Speed and reaction time (twitch games) </li></ul></ul><ul><ul><li>Accuracy and precision (steering and shooting) </li></ul></ul><ul><ul><li>Timing and rhythm (dance games) </li></ul></ul><ul><ul><li>Learning special moves (fighting games) </li></ul></ul><ul><ul><li>Races – achieving something first </li></ul></ul><ul><li>Logical challenges (puzzles) </li></ul><ul><ul><li>Should be based on an underlying goal </li></ul></ul><ul><ul><li>Time </li></ul></ul><ul><ul><li>Trial-and-error solution is a sign of bad design </li></ul></ul><ul><li>Exploration Challenges </li></ul><ul><ul><li>Locked doors and traps </li></ul></ul><ul><ul><li>Mazes and illogical spaces </li></ul></ul><ul><li>Conflict </li></ul><ul><ul><li>Strategy, tactics, and logistics - logistics (food for armies) is rarely used </li></ul></ul><ul><ul><li>Survival and reduction of enemy forces </li></ul></ul><ul><ul><li>Defending vulnerable items or units </li></ul></ul><ul><ul><li>Stealth </li></ul></ul><ul><li>Economic Challenges </li></ul><ul><ul><li>Accumulating wealth or points </li></ul></ul><ul><ul><li>Efficient Manufacturing </li></ul></ul><ul><ul><li>Achieving balance or stability in a system </li></ul></ul><ul><ul><li>Caring for living things within a system </li></ul></ul><ul><li>Conceptual Challenges </li></ul><ul><ul><li>Understanding something new </li></ul></ul><ul><ul><li>Deduction, observation, interpretation </li></ul></ul><ul><ul><li>Detective games offer conceptual challenges </li></ul></ul>
  11. 12. Win-Loss State <ul><li>What does success look like? What does failure look like. Victory state determines what is good according to the game system & player’s story. </li></ul>
  12. 13. Rewards / Feedback <ul><li>Points, badges, status but also advantage: </li></ul><ul><li>Get ahead in a race, more likely to get power-ups or special scores </li></ul><ul><li>In Monopoly–get houses, more likely to get even more money </li></ul><ul><li>Churned up water in swimming races slows down followers </li></ul>
  13. 14. Negative Feedback <ul><li>An achievement that makes subsequent achievements harder </li></ul><ul><ul><li>Gold is heavy and slows you down </li></ul></ul><ul><ul><li>The NFL draft </li></ul></ul><ul><ul><li>Upkeep costs </li></ul></ul><ul><li>Increase the impact of chance—if chance is fair, it helps as much as hurts! </li></ul><ul><li>Define victory in non-numeric ways—chess is not won by taking the most pieces. </li></ul><ul><li>Increase the difficulty level as feedback kicks in. Especially true of role-playing games </li></ul>
  14. 15. Feedback System
  15. 16. Rules of the Game <ul><li>What constraints are in place to define the play, engender trust in the system, and balance the system? </li></ul>

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