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Lessons Learned from I Expect You To Die: New Puzzles, New Hands

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Lessons Learned from I Expect You To Die: New Puzzles, New Hands

  1. 1. Lessons Learned from Shawn Patton & Jesse Schell (@ShawnDesign & @JesseSchell) New Puzzles, New Hands
  2. 2. Lessons Learned from Shawn Patton & Jesse Schell (@ShawnDesign & @JesseSchell) New Puzzles, New Hands
  3. 3. PRESENCE
  4. 4. Presence > Gameplay
  5. 5. Seven Common Presence Breakers
  6. 6. 1. Motion Sickness 1. Keep Framerate > 60 fps 2. Avoid Virtual Camera Motion 3. Don’t Accelerate / Decelerate 4. Keep the Horizon Level
  7. 7. 2. Confusion
  8. 8. 3. Shallow Object Interactions
  9. 9. 4. Too Intense
  10. 10. 5. Unrealistic Audio
  11. 11. 6. Proprioceptive Disconnect
  12. 12. 7. Unintuitive Interactions
  13. 13. We Need New Puzzles!
  14. 14. Window Washing Backstage Big Yacht Bathroom Security Room Bank Vault Hunting Lodge ElevatorAir Vent Hotel Penthouse Submersible Casino Lighthouse Hot Air Balloon Lifeboat Commence Brainstorming!
  15. 15. Affordances Helpful Deaths Comfortable On Budget Feel Clever What made the Car Puzzle work?
  16. 16. 0 = Nah 1 = Maybe 2 = Yes 3 = Absolutely Voting + Spreadsheet Time!
  17. 17. 0 = Nah 1 = Maybe 2 = Yes 3 = Absolutely Sweet, Sweet Data
  18. 18. 0 = Nah 1 = Maybe 2 = Yes 3 = Absolutely Sorted!
  19. 19. 0 = Nah 1 = Maybe 2 = Yes 3 = Absolutely Path Forward
  20. 20. Hunting Lodge Window Washing Designer Engineer Two Artists Designer Engineer Two Artists Two Pods
  21. 21. Whitebox
  22. 22. At Work!
  23. 23. At Work! At Home!
  24. 24. At Work! At Home! At the Airport!
  25. 25. The levels were terrible
  26. 26. mostly terrible
  27. 27. mostly terrible 1 4 2 5 3
  28. 28. Solutions:  Put goal in front (literally)  Support Goal Types: • Long Term, Mid Term & Immediate  Be careful switching goals Problem 1: No clear visual goal from start.
  29. 29. Solutions:  VR is freeing, embrace it!  Don’t focus player too much  Balance parallel and serial tasks  Player should feel in charge Problem 2: No (perceived) freedom.
  30. 30. Solutions:  VR is freeing, embrace it!  Don’t focus player too much  Balance parallel and serial tasks  Player should feel in charge Problem 2: No (perceived) freedom.
  31. 31. Solutions:  Build goals from affordances  Lead from one to another  Goals need to fit together Problem 3: No clear bread crumbing.
  32. 32. Solutions:  Solves should make sense  Solves make you feel clever  Solves make you feel cool Problem 4: No great puzzle solves.
  33. 33. Solutions:  VR is AWESOME! Use it!  Let player cause moment  Player is hero in that moment Problem 5: No awesome moment.
  34. 34. Yes. Could we have done it faster and cheaper? Brownboxing How?
  35. 35. #Brownboxing
  36. 36. Recap
  37. 37. Affordances Helpful DeathsComfortable On Budget Feel Clever
  38. 38. Affordances Helpful Deaths Clear Goal Freedom Path to Clever Comfortable On Budget Great SolvesFeel Awesome Feel Clever
  39. 39. AffordancesClear Goal Freedom Helpful Deaths Path to Clever Comfortable On Budget Great Solves Feel Awesome!Feel Clever
  40. 40. Thanks! Slides: jesseschell.com Email: shawn@schellgames.com jesse@schellgames.com Twitter: @ShawnDesign @JesseSchell

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