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Videogames Saving and Damning Players

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The effects of games depend on the author intentions: from games that "fascinate and dupe" players to the creation of applied games for change.

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Videogames Saving and Damning Players

  1. 1. Videogames saving and damning players Pietro Polsinelli @ppolsinelli for Media Mutations 2015 http://www.mediamutations.org/
  2. 2. There may be different reasons for you to get into game production. 2
  3. 3. To Fascinate Dupe and Get Rich © Mauro Vanetti. The FDGR target. 3
  4. 4. To use a new media so to bring about change 4
  5. 5. DAMNING (FDGR)
  6. 6. Lets Fascinate casual gamers with addictive tricks Dupe with virtual goods through in app purchases and Get Rich! 6
  7. 7. Target casual gamers. Well, your target moves fast. (check out Vili Lehdonvirta @ViliLe studies) 7
  8. 8. Long chat with a developer for the dark forces. Design for betting addiction is very simple and universal. Simplistic combinatorial models and “almost won” feedback. 8
  9. 9. 9
  10. 10. But if you want FDGR outside betting and scams, things are more complex. 10
  11. 11. There once was the idea that all casual games were built in a serial isomorphic way. 11
  12. 12. A B testing does not work? Let’s use machine learning! http://www.kdnuggets.com/2015/03/interview-vince-darley-king- analytics-gaming.html 12
  13. 13. 13
  14. 14. (BTW not a model of scientific discovery either.) 14
  15. 15. Reductionistic approaches are not a universal solution. 15
  16. 16. Not reductionistic view of gamers, but a reductionistic view of games. (This theme will return in the applied games side, unfortunately.) 16
  17. 17. Beyond A/B testing
  18. 18. Lets go back to FDGR with different ideas. 18
  19. 19. Lets do a narrative based game with lots or reading, multiple choices, simplistic tech and low quality design. 19
  20. 20. Will never work for FDGR!!!! Can’t do testing nor automated learning. Will actually need a good writer!!! Reading? On Mobile? Naaah. DOOMED TO FAILURE 20
  21. 21. Wrong. Relations and gossip: narrative! (Kardashian Hollywood)
  22. 22. “Kim Kardashian: Hollywood is really good, and no amount of brand power or lunar gravity could have made it so popular if it wasn't” http://www.gamasutra.com/view/news/232790/Gamasutr as_Best_of_2014_Leigh_Alexanders_Top_5_Games.php 22
  23. 23. “We had iterated on this product twice before so we knew that it would retain and monetize well.” http://gamasutra.com/view/news/221720/QA_Keeping_up_with_hit_mobile_game_ Kim_Kardashian_Hollywood.php 23
  24. 24. “the economy was very well balanced after much iteration on the Stardom product. We optimized the monetization system for Kim Kardashian: Hollywood through the beta process, once we understood how users were responding to the content. ” http://gamasutra.com/view/news/221720/QA_Keeping_up_with_hit_mobile_game_Kim_Kard ashian_Hollywood.php 24
  25. 25. How do you feel about the whole thing? “Media coverage of a free-to play-game, both positive and negative, drives downloads. We turn those downloads into revenue. Revenue is what keeps Glu Canada thriving, and that makes me happy.” http://gamasutra.com/view/news/221720/QA_Keeping_up_with_hit_mobile_game_Kim_Kard ashian_Hollywood.php 25
  26. 26. 1. Test on users 2. Iterate same genre 3. Good copy 4. Good mechanics (rhythm!) 5. Mediocre graphics, tech 26
  27. 27. Futile attempts to resist our FDGR plan. 27
  28. 28. FDGR mission accomplished. 28
  29. 29. SAVING
  30. 30. Try wondering when playing a game: Am I learning anything? Is it a process that brings any kind of soul change? 30
  31. 31. Games and change??? It turns out that games have a certain relationship to learning. 31
  32. 32. Also what is it about video games? We don’t talk about ‘social impact’ movies; nor do we talk about ‘educational’ books. Why do we have these bipolar gaming categories? http://www.forbes.com/sites/jordanshapiro/2015/05/10/how-to-transform-education-with-video-games/ 33
  33. 33. At least some games have a relationship with an interesting learning process. Here “saving” players in the limited sense of stimulating a learning / transformational process. Just like a good book or movie. 34
  34. 34. Lets get to my field: indie and applied games 35
  35. 35. EXAMPLES
  36. 36. My experience: mainly been of transforming game / gamification concepts in something else 37
  37. 37. Transformation 1/3 Games for Social Impact
  38. 38. Monday, May 25, 2015 … to develop and implement a game infused e-learning tool to promote early access to services with neglect and abuse for young people on the move in Europe Mission. 39
  39. 39. Kids becoming aware and capable of dealing with situations of neglect and abuse. 40
  40. 40. EU project: deal with these matters harmonically and effectively across EU. 41
  41. 41. One big problem in applied games is the decorational approach (or gamification based) 42
  42. 42. Pick a mod, just change the labels ... 43
  43. 43. Collateral story gets in the way of play. 44
  44. 44. Designing Games for Social Impact RE-DESIGN
  45. 45. Beyond secondary narrative
  46. 46. Inspired by ... 47
  47. 47. Inspired by Dumb Ways To Die. Specific mechanics. 48
  48. 48. Represent notions with characters 49
  49. 49. Inspired by Dominions: cards are characters,actions, a universe. 50
  50. 50. Universe made of simple atoms. 51
  51. 51. Build up of awareness defines the game mechanics. 52
  52. 52. Game loop: shit happens. 53
  53. 53. Deal with it and keep your universe together. 54
  54. 54. Your identity, your self is complex stuff. 55
  55. 55. 56
  56. 56. 57
  57. 57. 58
  58. 58. 59
  59. 59. Participative Action Research 60
  60. 60. Monday, May 25, 2015 State of mind. 61
  61. 61. Monday, May 25, 2015 Profile and story. 62
  62. 62. Monday, May 25, 2015 Situation: sleeping out 63
  63. 63. Monday, May 25, 2015 Situation: sleeping out choices 64
  64. 64. Monday, May 25, 2015 THE SECRET: A narrative tool. 65
  65. 65. Designing Games for Social Impact TIPS
  66. 66. If untamed, stories kill fun in loops 67
  67. 67. If Games Were Like Game Stories ... 68
  68. 68. From Nick Case If Games Were Like Game Stories... Games don’t’ branch, they evolve. 69
  69. 69. Even branching games do not have branching at their core. 70
  70. 70. Transformation 2/6 Games for Health
  71. 71. Help people that are evolving towards a chronic desease by influencing behavior and disrupting this evolution. NDA  72
  72. 72. Is the romantic approach to games fit for Applied games? My "fight" with a doctor can make us gain information 73
  73. 73. Customer thinks (s)he knows what “game” means.This is a problem. 74
  74. 74. Designing Games for Health RE-DESIGN
  75. 75. Monday, May 25, 2015 Category, competition, avatar, war, reward, levels Vs. Inclusive, mentor, path, story, transformation A language change. 76
  76. 76. Redesigned by including negative feedback, turning avatar to mentor, building an AI. 77
  77. 77. What is bizarre is that it is the same doctor that explained me that learning, being informed about d_abe_es this disease influences the cure. 78
  78. 78. Applied game design elicits a dialogue between designer and customer, both evolving knowledge #noestimates 79
  79. 79. Designing Games for Health TIPS
  80. 80. Ian Bogost: gamification is bullshit. 81
  81. 81. Ian Bogost “gamification is bullshit” 82
  82. 82. 83
  83. 83. Distinguish (and then merge) projective experiences and couching. 84
  84. 84. Genre and inclusiveness. 85
  85. 85. Power of baptism. Comes in many forms... 86
  86. 86. the greatest invention of the video game era was – and continues to be – “single-play”. Applied game’ customers often don’t get this. Independence, absence. 87
  87. 87. Beyond the avatar: Discarding the relatable avatar for a meaningful voice learning from poetry 88
  88. 88. Example 3/6 Sustainability (NDA )
  89. 89. Inspired by 10000000 by the way good slides http://www.gdcvault.com/play/1020125/Making 90
  90. 90. The simplest addictive mechanics frequently used in FDGR can be turned and used for a learning process with depth. 91
  91. 91. A sustainable world . 92
  92. 92. The design / development loop. 93
  93. 93. FINALE
  94. 94. So what? FDGR and TEACH, damning and saving. The difference is not in the game intrinsic quality. It is in the aim of the designer, which too is not black and white. 95
  95. 95. You will need full game design skils – and more - to create good games that teach something. 96
  96. 96. Indie games today are weird, experimental, artisanal, radical and creatively uncompromising. Can applied games be like that too, please? (thanks Matteo Pozzi) 97
  97. 97. My twitter stream is mostly dedicated to game design: http://twitter.com/ppolsinelli A blog on game design http://designagame.eu 98
  98. 98. There are more things in games and videogames, Horatio, Than are dreamt of in your philosophy. 99
  99. 99. Beyond
  100. 100. Persuasive UIs 103
  101. 101. Addiction by Design Natascha Schull http://gelconference.com/videos/2008/natasha_schull 97% is given by the slot machine – study IT
  102. 102. 105
  103. 103. Some references
  104. 104. Monday, May 25, 2015 Dilbert: http://dilbert.com/strip/1995-01- 28 Image references 107
  105. 105. http://nativex.com/blog/5-important-lessons-kim- kardashian-taught-us-about-mobile-game-development/ http://www.bustle.com/articles/29451-we-played-kim- kardashians-iphone-game-so-you-dont-have-to http://www.quora.com/Why-is-the-Kim-Kardashian-game- so-successful-Is-it-a-good-game-Should-game- development-companies-hire-celebrity-designers Kardashian discussion references. 108
  106. 106. http://www.gamasutra.com/view/news/232790/Gamasutras_ Best_of_2014_Leigh_Alexanders_Top_5_Games.php http://gamasutra.com/view/news/221720/QA_Keeping_up_ with_hit_mobile_game_Kim_Kardashian_Hollywood.php http://www.quora.com/Why-is-the-Kim-Kardashian- game-so-successful-Is-it-a-good-game-Should- game-development-companies-hire-celebrity- designers Kardashian discussion references. 109

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