Game Design Talk

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Game Design Talk

  1. 1. What is Game Design?
  2. 2. A Two Fold Problem: Interface Fun
  3. 3. The Masochist Teapot
  4. 4. The Interface Issue
  5. 5. Feedback!!! Look at Nintendo and Valve products. Use graphical effects and sound to form better player understanding.
  6. 6. TF2 Examples Blood It doesn’t scale over distance. Deliberately moves outside thee silhouette The Spy Mask Various solutions Icon over the head The face mask
  7. 7. The Visual Language Affordance How games actually speak to us. What is ‘possible’.
  8. 8. The Visual Language
  9. 9. The Visual Language
  10. 10. The Problem of ‘Fun’ Obvious In Hindsight But that’s too late! Subjective Everybody’s got an opinion. Raph Koster’s Theory of Fun About Learning
  11. 11. What Is A Game? It has ‘rules’ A game is played, but you can play without playing a game. It has a ‘Quantifiable Outcome’ The Magic Circle
  12. 12. Goals & Rewards Goals The motivate for the player. Doesn’t have to be the end result of the game. Isn’t always explicit Rewards Ceremonies Meaningful Items to Show-off Achievements
  13. 13. Different Player Types Understand there isn’t one ‘perfect user’ Richard Bartle’s MUD Player Model Achiever Explorer Socialiser Killer Girl Gamers?
  14. 14. Play Testing! The Boring Truth Techniques that Miyamoto used Value Too! The Only Real Way to Tell
  15. 15. The Future of Game Design Casual ‘Learning’ Games ‘Wii Fit’ and ‘Cooking Guide’. More Analogue Expressions Little Big Planet Game Rules As Art The Marriage Braid
  16. 16. Casual Learning Games
  17. 17. More Expressive Input
  18. 18. Game Rules As Expression Expresses Married Life Through Games Rules and structure.
  19. 19. Reverse time mechanic supports narrative.
  20. 20. Some Further Reading A Theory of Fun For Game Design Rules of Play Game Design Fundamentals The Design of Everyday Things

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