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GAMETOPIAN
  Game Design
     By Rob Beeson
Play is the foundation.



Click here to watch.
Jane McGonigal, Ph.D




                            si n ess
                 You r Bu
                       Text
Click to watch
Click here to watch the whole thing.




            Click here to watch a short version.
Jesse Schell
“every second of your life, you will be playing a game”




                                                                 But are points enough?




                                                            +10!
                                                          +20!
                                                                  +20!
Adding points only uses one type of play and the MetaGame aspect of game design.




                                          Extrinsic         Whole Life                                             Sharing
                                                                                                Cloud
                                          Rewards            Tracking
                                                                                            Gaming
                                                                                                                             Geo-
                                                  Quantitative
                                                                                                                             Tracking
                                                         Design                        Social           Transmedia
                                                                                       Networking                             Speech

              +                       +                                                                                                      =
                                                                                                          Worlds
                                                      Authenticity                                                            Recognition

                                                                                                                                    Beauty
                                                      Curiosity                    Customizing
                                                      Gap                                                    TV
                                                                        Eye/Face                 REM-
                                                                        Tracking            tertainment
                                                                                                                     Advergaming
                                                                                   Micro-
                                                                                                                       New
                                                                     Nooks & Transactions
                                                                                                 New                   Screens
                                                                     Crannies
                                                                                                Sensors
With points only     Text
game design, we get



Gamepocalypse
But if we use everything...



                       Extrinsic         Whole Life                                             Sharing
                                                                             Cloud
                       Rewards            Tracking
                                                                         Gaming
                                                                                                          Geo-
                               Quantitative
                                                                                                          Tracking
                                      Design                        Social           Transmedia
                                                                    Networking                             Speech

+                  +                                                                                                      =
                                                                                       Worlds
                                   Authenticity                                                            Recognition

                                                                                                                 Beauty
                                   Curiosity                    Customizing
                                   Gap                                                     TV
                                                     Eye/Face                  REM-
                                                     Tracking                tertainment
                                                                                                  Advergaming
                                                                Micro-
                                                                                                    New
                                                  Nooks & Transactions
                                                                              New                   Screens
                                                  Crannies
                                                                             Sensors
We get



GAMETOPIAN
         Game Design
Seven types of play.




Adapted from
ihobo’s BrainHex.
Click here to watch.

             The Achiever loves to collect things.
Achiever
             In the real world, it is known as materialism.

             The compulsion to collect is universal.
Click here to watch.




                                         Conqueror




Conquerors want to master their games.

They want to feel challenged.
Socializer
                       Friendship =
             Common Interest + Emotional Journey
Who are your real friends?
          100



           75
Emotion




           50



           25



            0

                                        Time Spent




                    Real life friends                Game life friends
Click here to watch trailer.




    Masterminds love to solve things.   Mastermind

    Games require understanding
    different realities.

    The mastermind presumes the
    puzzle can be solved.
Click to watch reviews.




         Danger > Tools = Scary
Seeker
         Danger < Tools = Boring

         Danger = Tools     = Fun
Daredevils need speed.

The adrenalin from “near misses” is powerful.



       Click images to watch.



                                                Daredevil
Click to watch




             The Survivor loves the feeling of being scared.

             The brain knows it is not in danger, so the fear
             is entertaining.
Survivor
Avatar > Character
           An avatar will always be more compelling than a character.
                    Because it’s YOU making the decisions.


Note: an avatar is not the likeness of the player, but the expression of the player.
Everyone
has one!

                Bounce
                Around!



 Know Your
 Audience!   Find out what type of
             Gamer Brain you are.
The Rules of the Game


•What is the skill the game cultivates?
•What is the goal of the game?
•What tools does the player have?
•What are the obstacles?
Real World

                     Click to watch




         e ss
    p in
  ap
H
                ME-high CHEEK-sent-me-high
Game World


1.Teach
2.Test
3.Rinse (save point)
4.Repeat
In a game, the player is the
avatar.

Game designers build worlds
for those avatars to write their
own stories.
Click to watch




Avatars must be believable, no matter
what path they take.
Gameplay is Story

How we play each game creates compelling stories.

Replay Value is dependent on how compelling these stories are.
on top of the game.
MetaGame is the game




MetaGames are all the points,
achievements, trophies, badges that are
earned through gameplay.

MetaGames are great for rewarding the
player for experiencing the game in
different ways.
The key to a good MetaGame is social currency.




“Oh yeah, well I smoked                                        “Oh yeah, well I
    a whole pack of                                         defeated the Colossal
 cigarettes yesterday.”       “Oh yeah, well my daddy
                               bought me a Bentley.”           Dark Dragon of
                                                                 Darklandia.”

                          If your friends care, you care.
A MetaGame alone does not constitute a game.
Click to watch




Metagames are extrinsic.

 Gameplay is intrinsic.
The current trend is to use MetaGames as a motivation
              for NON-gameplay activities.




Virtual bribes are cheaper than real ones.
Not subtle feedback, fun.
Subtle feedback, immersive.
When you put them all together
you can create amazing
interactive experiences.
Gamepocalypse VS Gametopia
Gamepocalypse                                   Gametopia




•“Every moment of your life you are   •“Every moment of your life is
playing a game.”                      awesome!”

•Games are just another layer of      •Games use all of the Trinity and the
extrinsic motivation.                 Gamer Brain.

•Advertising has turned gaming into   •Advertising has used games to
brain washing.                        make peoples lives better.
Thank You
E-mail me: beeson.r@gmail.com
    See what I am playing on twitter @beesdaddy
    Get to know me on facebook.com/rob.beeson
See the rest of my digital self on flavors.me/robbeeson
Want to try it out?
My Example




                      presents



               +10!
             +20!
                    +20!
             Teeth
•Take a boring experience in real life.
•Use the Trinity and the Gamer Brain.
•Make a new game.
•Post it as a response to this slideshow.




         Possible Achievements

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Gametopian Game Design

  • 1. GAMETOPIAN Game Design By Rob Beeson
  • 2. Play is the foundation. Click here to watch.
  • 3. Jane McGonigal, Ph.D si n ess You r Bu Text Click to watch
  • 4. Click here to watch the whole thing. Click here to watch a short version.
  • 5. Jesse Schell “every second of your life, you will be playing a game” But are points enough? +10! +20! +20!
  • 6. Adding points only uses one type of play and the MetaGame aspect of game design. Extrinsic Whole Life Sharing Cloud Rewards Tracking Gaming Geo- Quantitative Tracking Design Social Transmedia Networking Speech + + = Worlds Authenticity Recognition Beauty Curiosity Customizing Gap TV Eye/Face REM- Tracking tertainment Advergaming Micro- New Nooks & Transactions New Screens Crannies Sensors
  • 7. With points only Text game design, we get Gamepocalypse
  • 8. But if we use everything... Extrinsic Whole Life Sharing Cloud Rewards Tracking Gaming Geo- Quantitative Tracking Design Social Transmedia Networking Speech + + = Worlds Authenticity Recognition Beauty Curiosity Customizing Gap TV Eye/Face REM- Tracking tertainment Advergaming Micro- New Nooks & Transactions New Screens Crannies Sensors
  • 9. We get GAMETOPIAN Game Design
  • 10. Seven types of play. Adapted from ihobo’s BrainHex.
  • 11. Click here to watch. The Achiever loves to collect things. Achiever In the real world, it is known as materialism. The compulsion to collect is universal.
  • 12. Click here to watch. Conqueror Conquerors want to master their games. They want to feel challenged.
  • 13. Socializer Friendship = Common Interest + Emotional Journey
  • 14. Who are your real friends? 100 75 Emotion 50 25 0 Time Spent Real life friends Game life friends
  • 15. Click here to watch trailer. Masterminds love to solve things. Mastermind Games require understanding different realities. The mastermind presumes the puzzle can be solved.
  • 16. Click to watch reviews. Danger > Tools = Scary Seeker Danger < Tools = Boring Danger = Tools = Fun
  • 17. Daredevils need speed. The adrenalin from “near misses” is powerful. Click images to watch. Daredevil
  • 18. Click to watch The Survivor loves the feeling of being scared. The brain knows it is not in danger, so the fear is entertaining. Survivor
  • 19. Avatar > Character An avatar will always be more compelling than a character. Because it’s YOU making the decisions. Note: an avatar is not the likeness of the player, but the expression of the player.
  • 20. Everyone has one! Bounce Around! Know Your Audience! Find out what type of Gamer Brain you are.
  • 21. The Rules of the Game •What is the skill the game cultivates? •What is the goal of the game? •What tools does the player have? •What are the obstacles?
  • 22. Real World Click to watch e ss p in ap H ME-high CHEEK-sent-me-high
  • 24. In a game, the player is the avatar. Game designers build worlds for those avatars to write their own stories.
  • 25. Click to watch Avatars must be believable, no matter what path they take.
  • 26. Gameplay is Story How we play each game creates compelling stories. Replay Value is dependent on how compelling these stories are.
  • 27. on top of the game. MetaGame is the game MetaGames are all the points, achievements, trophies, badges that are earned through gameplay. MetaGames are great for rewarding the player for experiencing the game in different ways.
  • 28. The key to a good MetaGame is social currency. “Oh yeah, well I smoked “Oh yeah, well I a whole pack of defeated the Colossal cigarettes yesterday.” “Oh yeah, well my daddy bought me a Bentley.” Dark Dragon of Darklandia.” If your friends care, you care.
  • 29. A MetaGame alone does not constitute a game.
  • 30. Click to watch Metagames are extrinsic. Gameplay is intrinsic.
  • 31. The current trend is to use MetaGames as a motivation for NON-gameplay activities. Virtual bribes are cheaper than real ones.
  • 32.
  • 35. When you put them all together you can create amazing interactive experiences.
  • 37. Gamepocalypse Gametopia •“Every moment of your life you are •“Every moment of your life is playing a game.” awesome!” •Games are just another layer of •Games use all of the Trinity and the extrinsic motivation. Gamer Brain. •Advertising has turned gaming into •Advertising has used games to brain washing. make peoples lives better.
  • 39. E-mail me: beeson.r@gmail.com See what I am playing on twitter @beesdaddy Get to know me on facebook.com/rob.beeson See the rest of my digital self on flavors.me/robbeeson
  • 40. Want to try it out?
  • 41. My Example presents +10! +20! +20! Teeth
  • 42. •Take a boring experience in real life. •Use the Trinity and the Gamer Brain. •Make a new game. •Post it as a response to this slideshow. Possible Achievements

Editor's Notes

  1. Breathe Smile rock there socks off
  2. Fundamental no ego growth Love no walls time flies social
  3. Reality is broken no Fun No Feedback Extrinsic lives no hope of mastery Games will fix the world (click click) Still game designers doing the fixing We must be the next game designers, we must fix the world and ads
  4. Reality is broken no Fun No Feedback Extrinsic lives no hope of mastery Games will fix the world (click click) Still game designers doing the fixing We must be the next game designers, we must fix the world and ads
  5. But after a year? life time? Hate brushing The point of hygiene is lost poked to death by points. Lazy boy coke points VS Nike vitamin water points Why is this bad game design?
  6. But after a year? life time? Hate brushing The point of hygiene is lost poked to death by points. Lazy boy coke points VS Nike vitamin water points Why is this bad game design?
  7. But after a year? life time? Hate brushing The point of hygiene is lost poked to death by points. Lazy boy coke points VS Nike vitamin water points Why is this bad game design?
  8. only using a fraction of game design What makes games great is all of it Give you these tools to be a great game designer.
  9. Lives filled with joy and achievement Experiences that fulfill people deepest needs A world where every moment of your life is awesome!
  10. So... Gareth was kind enough to bring me here to offer a new perspective. I want to show you that by putting together the Gamer Brain, the Trinity of Game Design, and all the technology that Jessie Shell talked about, we get something really cool.
  11. adapted from Chris Bateman
  12. Or the collector lets look at an example
  13. Hardcore
  14. Emotional roller coaster Friendship is based in the emotional journey, not time spent together.
  15. every one has one! Bounce Around not equal parts Know Your Audience but all are present over 5000 gamer types Applicable to the design of any interaction
  16. What is The skill you want to cultivate? The Rules of the Game Goal tools obstacles
  17. flow Planners top level
  18. Level design is all about flow. learning the mechanic, then executing it. stakes Multiplayer matchmaking
  19. Super hard
  20. new character blank slate - project yourself into the character Mass Effect
  21. Gameplay is story Co-op story telling Characters Setting Plot twists Emotion Climax
  22. Great for triggering the achiever in all of us. Social Recognition What is left to be experienced
  23. Simple Gameplay Complex MetaGame
  24. mastery- Battle hardened elite soldier autonomy- Legendary weaponry like Excalibur purpose- Save the universe!
  25. trend virtual bribes are cheaper than real ones
  26. Gameplay - Game over screen - checkmate Narrative - Plot choice has impacts on the story Meta Game- Sights and sounds of achievements
  27. Fun engaging experiences
  28. What will make the shift?
  29. What will make the shift?
  30. Most practical most fun Most crazy