We teach at the University of Miami Our MFA in Interactive Media starts this Fall Clay • @claytical / firstname.lastname@example.org / claytical.com Lien • @lient / email@example.com / lienbtran.com
Designing non-digital games is a great way to learn about systems The ideas we’re going to talk about apply to interactive media and user experience Designing digital games isn’t much different, there is just a lot more pieces to worry about
We abide by artificial rules Subject ourselves to constraints Suspend our disbelief Usually, because it’s fun
Let’s play a game, it’s called “HIGHEST NUMBER”
Choices are ambiguous Immediate rewards vs. delayed gratification Actions have consequences
Mechanics • What you do in the game: shooting, building, running, jumping, bidding, etc. Dynamics • Sets of mechanics that build the core gameplay: territorial acquisition, survival, collection, trading, etc. Agency • The ability for a player to make a choice
Intrinsic Reward • Intangible. A sense of achievement. For the love of the game. Extrinsic Reward • Tangible. If you play my game I’ll give you candy
Positive Feedback • Hooray! Have some more points! Negative Feedback • Die! Give me back those points!
Split into groups Draw a card, this is your theme. Make a game with at least two objects from the table that fits into your given theme.
Imagineyou are a detective trying to figure out what works and what doesn’t Have questions to ask before you even start the test to ask afterwards Sometimes it can be super specific, but it doesn’t have to be
People learn by playing, not reading the rules Let them make mistakes, but take notes when they do Youwant to see how they solve the problem