Gametopia 2.0

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At the request of AKQA, I gave this presentation on game design.

It is an in depth look at what makes an experience fun, and how to design playful experiences.

Thanks for reading.

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Gametopia 2.0

  1. 1. . 2 n0 i p ea eso t o B e b m o a RG y
  2. 2. There are links to videos hidden throughout this presentation. Happy Seeking.
  3. 3. isEverything.
  4. 4. What is the future of play?
  5. 5. Jesse Schell“every second of your life, you will be playing a game”
  6. 6. Jesse Schell“every second of your life, you will be playing a game” +10!
  7. 7. Jesse Schell“every second of your life, you will be playing a game” +10! +20!
  8. 8. Jesse Schell“every second of your life, you will be playing a game” +10! +20! +20!
  9. 9. Jesse Schell“every second of your life, you will be playing a game” +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10 +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10! +10!+10! +10! +10!+10! ! +10! +10! +10 +10! +10! +10! +10! +10! +10! +10! +10! +10! ! +10! +10! +10! +10! +10! +10!+10! +10! +10! +10! +10! +1 +10! +10! +10!+10! +20! +10! +10! +1 +10! +10! +20! +10! +10! 0! +10! +10! +10! 0!
  10. 10. Gamepocalypse
  11. 11. Adapted fromihobo’s BrainHex.
  12. 12. Collection is UniversalAchiever
  13. 13. The game doesnt make you Hardcore. ConquerorIts how you play that makes you Hardcore
  14. 14. Socializer Friendship = Common Interest + Emotional Journey
  15. 15. Who are your real friends? 100 75Emotion 50 25 0 Time Spent Real life friends Game life friends
  16. 16. Brains want exercise. Bodies want easy. Mastermind
  17. 17. Danger > Tools = ScarySeeker Danger < Tools = Boring Danger = Tools = Fun
  18. 18. Real Risk = Real RewardVirtual Risk = Real* Reward Daredevil * Realness as defined by the perception in the brain.
  19. 19. Survivor Virtual fear is an outlet for real fear.
  20. 20. An Avatar is not the likeness of the player, but the expression of the player. Jim from The Office Erin Homes
  21. 21. Avatar > Character
  22. 22. The Trinity of game design.
  23. 23. The Rules•Skill?•Goal?•Obstacles?•Tools?
  24. 24. Structure Energy
  25. 25. Sustainable Structure Energy
  26. 26. Real World e ss pin apH ME-high CHEEK-sent-me-high
  27. 27. Game World1.Teach2.Test3.Rinse (save point)4.Repeat
  28. 28. NarrativeInteractive StagnantNarrative Narrative
  29. 29. on top of the game.MetaGame is the game
  30. 30. If your friends care, you care.
  31. 31. Obvious Feedback = Fun
  32. 32. Subtle Feedback = Immersive.
  33. 33. How do we avoidthe Gamepocalypse?
  34. 34. CreateGametopia
  35. 35. Extrinsic Rewards Cloud Sharing GamingJessie was Quantitative Design Geo- Tracking Socialright about Networking Transmedia Worlds Speech Recognitionthe path. Authenticity Beauty Curiosity Customizing Gap TV Eye/Face REM- Tracking tertainment Advergaming Micro- Transactions Nooks & New Crannies Screens New Sensors
  36. 36. Advergaming
  37. 37. We know what not to do.
  38. 38. Life is Experiences not content
  39. 39. When designing any experience, ask yourself...New Sustainable Epic
  40. 40. Thank You
  41. 41. E-mail me: beeson.r@gmail.com See what I am playing on twitter @beesdaddy Get to know me on facebook.com/rob.beesonSee the rest of my digital self on flavors.me/robbeeson

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