This document provides a brief introduction to game design concepts. It defines a game as a system where players engage in an artificial conflict with rules and a quantifiable outcome. Games exist within the "magic circle" and have formal elements like players, objectives, and resources. They also incorporate dramatic elements such as challenge, play types, character, and story. Challenge must match a player's abilities to create a state of "flow." Play can take competitive, chance-based, make-believe, or vertigo forms. Character and story engage players and drive games forward through objectives, choices, and emerging narratives.
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Game Design - Monetization
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying MONETIZATION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Conoce el curso de desarrollo de apps para iOS 9 en:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
Suscríbete al canal de youtube para estar al día de nuevos contenidos:
https://www.youtube.com/channel/UCMUxXNYrVCv6-bQakhomvBg
Using Game Mechanics to Design Serious GamesTara Aiken
A presentation I gave at FocusOn Learning in San Diego, CA in 2017 to simplify the game design process for instructional designers.
All resources and links to videos played as examples are included at the end.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
Conoce el curso de desarrollo de apps para iOS 9 en:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
Suscríbete al canal de youtube para estar al día de nuevos contenidos:
https://www.youtube.com/channel/UCMUxXNYrVCv6-bQakhomvBg
Using Game Mechanics to Design Serious GamesTara Aiken
A presentation I gave at FocusOn Learning in San Diego, CA in 2017 to simplify the game design process for instructional designers.
All resources and links to videos played as examples are included at the end.
Game Development workshop with Unity3D.Ebtihaj khan
Game development using Unity3D
May 2015
This lecture was given by Ebtihaj at various universities in Peshawar, Pakistan.
The talk begins with what really a game is, and how can you differentiate it from an ordinary software and a movie.
After that the focus is shifted to how are games made and how big is the gaming industry.
Later on Unity3D and its basic components are introduced with a hands on workshop.
Introduction to Game Development and the Game IndustryNataly Eliyahu
Talk about games and the game industry at She Codes meeting at the Weizmann Institute of Science.
Basic introduction to the game industry and what to learn to get into game programming.
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
The 5 Gamification Languages: The secret to gameful experiences that last (Ga...Lennart Nacke
Good design is at the heart of gamification and learning. To become outstanding designers, we must have a language to communicate our ideas to our teams. Sometimes our gameful design languages (or design approaches) are different and communication suffers. This talk outlines how you can find your primary gamification language and introduces five languages: (1) goals and challenges, (2) quality of content and context, (3) incentives, (4) motivating actions, (5) system mechanics. Each of these present different perspectives on pursuing gameful design, but they are not always distinct – in fact, being able to speak all five gamification languages fluently will make you a better gameful designers. The talk will introduce each gamification design language with examples of how to apply these languages in a gamified learning context. You will be able to self-assess your gamification language and comprehend the language of other gameful designers in your time. If you learn more than your primary gamification language, you can apply these languages to improve your gameful designs for wider audiences.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
VDP2016 - Lecture 05 Game analysis frameworksPier Luca Lanzi
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
Slides from the 2016/2017 edition of the Video game Design and Programming course at the Politecnico di Milano. More information at http://www.polimigamecollective.org Some of the video games developed by the students during the course are available at https://polimi-game-collective.itch.io
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018.
Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
Casual Game Design: Designing Play for the Gamer in All of UsGreg Trefry
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well.
In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
AI is used to create parts of our games. It provides intelligent enemy behavior, techniques such as pathfinding or can be used to generate in-game content procedurally. AI can also play our games. The idea to train computers to beat humans in game-like environments such as Jeopardy!, Chess, or soccer is not a new one. But can AI also design our games? The role of Artificial Intelligence in the game development process is constantly expanding. In this talk, Dr. Pirker will talk about the importance of AI in the past, the present, and especially the future of game development.
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
Oct. 23, 2015 - This presentation features The Perspective Game, a massively multiplayer online role playing card game (MMORPCG) that aims to provide players a fun, challenging, and immersive experience of critically examining current and emerging issues mentioned in national and international discourse. The game is created by the GetTheIssues Team, and advances the game-based learning method for adult learners/players. This presentation is for the 2015 Metro State University of Colorado Teaching and Learning with Technology Conference.
Sherry Jones is the game architecture designer of The Perspective Game. In this presentation, she defines what an epistemic game is, and illustrates how The Perspective Game is an epistemic game of which its design is driven by advanced academic theory and game design principles.
[Pandora 22] Boosting Game Design with Analytics - Nikola VasiljevicDataScienceConferenc1
Making a gameplay experience that players will like is not a trivial task. A lot of decisions need to be made along the way, “How hard should this boss be? Do players visit that corner of the map? Do they find the narrative appealing?“ are just some of the questions. Through playtesting and in-game telemetry we learn about our players – how they play and how they feel about our game as a whole, and its different aspects. The goal of this talk is to share our experience on how we use these insights to steer our game direction towards players’ preferences so we can deliver an enjoyable and thrilling gameplay experience.
How to Write a CHI Paper 2016 (CHI PLAY 2016)Lennart Nacke
Slides from the first iteration of the How to Write CHI Papers course at CHI PLAY 2016, which discusses the course exercises and content presented at the conference for the course.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
Graphics Interface 2019: Invited Speaker: Lennart Nacke - Game ThinkingLennart Nacke
In this talk, Lennart will explain how game thinking works as a problem-solving strategy and provide practical takeaways for designers who are interested in using game thinking in their UX process. He will also talk about his most recent research into gameful design, player types, and surveys and heuristics to assess gamification.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
Introduction to Game Thinking (Fluxible 2018)Lennart Nacke
Game thinking is a problem-solving process that uses strategies from game design and gamification to help drive the design of user experiences in digital or non-digital applications. Incorporating game thinking into the UX process can 1) foster users’ intrinsic and extrinsic motivations to engage with a product or system, and 2) engage users in a learning and mastery process, in which they develop the abilities needed to accomplish their goals throughout their user journey.
GAMES USER RESEARCH: Guest Lecture in UX Design Class at Wilfried Laurier Uni...Lennart Nacke
In this talk, I describe several games user research methods from the Oxford University Press book: Games User Research. I talk about UX maturity levels of game development companies and the game design iterative development cycle and where Game UX fits into that space. I finally present several games user research methods.
Game UX Summit '17: Challenges of Evaluating Player Cognition & EmotionLennart Nacke
We design games for emotional and cognitive player experiences, and tools and methods ranging from scientific questionnaires to physiological equipment allow us to do this effectively. In this talk Lennart will present successful combinations of player evaluation methods to build player profiles and personalized gameplay moments using psychological insights, specifically looking at VR horror games.
DAC 300: Chance and Skill in Game DesignLennart Nacke
In this lecture of his course "Introduction to Game Design", Dr. Nacke presents the core elements of adding chance or catering to skill in building games.
DAC 305: Choice and Agency in GamificationLennart Nacke
As part of teaching the course DAC 305 at the University of Waterloo, Dr. Nacke dives deep into the underlying mechanisms of choice and agency in this lecture.
#GamesUR Conference: From Body Signals to Brainy Player InsightsLennart Nacke
Games User Researchers are often sceptical when it comes to using brain and body sensors, but as the cost of sensor technologies continues to drop, it is time to consider the potential insights that we might gain from using these signals in our work. In this talk, I will briefly introduce the most common physiological measures that are used in Games User Research, and discuss the challenges in obtaining a clean signal and usable data from different low-cost devices. Additionally, I will make recommendations for signal cleaning procedures and briefly talk about the analysis made possible with different physiological sensors. I will also demonstrate the conclusions that may be inferred from some of these data when compared to other Games User Research methods, such as behavioural observation. Lastly, I will introduce some of my own visualization methods for quickly comprehending the meaning of physiological sensor data.
On the Usability of Psychophysiological User Research for the Games IndustryLennart Nacke
In this presentation from the 2012 Games User Research Summit, I talk about physiological research methods for games and why this matters for examining user experience with physiological measures.
My CHI 2011 talk on how direct and indirect control enhance game interaction.
CITATION:
Nacke, L.E., Kalyn, M., Lough, C., Mandryk, R.L. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems (CHI 2011), Vancouver, BC, Canada. 103-112.
Brain, Body, and Bytes CHI 2010 Workshop PresentationsLennart Nacke
Brain and Body Interfaces (BBI) were discussed in this workshop. Its goal was to provide a platform for creating synergies between two related and emerging HCI disciplines (PC and BCI). Find out more at the workshop website: http://www.eecs.tufts.edu/~agirou01/workshop/
Affective Ludology: Affective Measurement of User Experience in GamesLennart Nacke
Keynote from GameDays 2010: Serious Games for Sports and Health.
Digital games provide the most engaging interactive experiences. You will be able to take away 3 methods for measuring user experience in games from this talk. First, the objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, will show how to collect player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires willallow a reliable assessment of players' subjective emotion and cognition during gameplay. Third, the combination of the two approaches allows cross-correlations to be made about gameplay experience with focus on human-machine interaction.
Playability & Player Experience ResearchLennart Nacke
As the game industry matures and games become more and more complex, there is an increasing need to develop methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
Game Metrics and Biometrics: The Future of Player Experience ResearchLennart Nacke
There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
From Playability to a Hierarchical Game Usability ModelLennart Nacke
This paper presents a brief review of current game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
Next Generation Testing: Biometric Analysis of Player ExperienceLennart Nacke
Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Model Attribute Check Company Auto PropertyCeline George
In Odoo, the multi-company feature allows you to manage multiple companies within a single Odoo database instance. Each company can have its own configurations while still sharing common resources such as products, customers, and suppliers.
How to Create Map Views in the Odoo 17 ERPCeline George
The map views are useful for providing a geographical representation of data. They allow users to visualize and analyze the data in a more intuitive manner.
2. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
ONE DEFINITION OF A GAME
▸ A game is a system in which players engage in an artificial
conflict, defined by rules, that results in a quantifiable
outcome.
▸ The key elements of this definition are the fact that a game
is a system, players interact with the system, a game is an
instance of conflict, the conflict in games is artificial, rules
limit player behaviour and define the game, and every
game has a quantifiable outcome or goal.
3. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
GAMES AS SYSTEMS
▸ The Magic Circle
▸ A space that exists as a subset of reality with boundaries and rules
▸ Four main system elements
1. Objects
2. Attributes
3. Internal relationships
4. Environment
▸ Formal, cultural, or experiential systems
4. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
FORMAL ELEMENTS OF GAMES
1. Players
2. Objectives
3. Procedures
4. Rules
5. Resources
6. Conflict
7. Boundaries
8. Outcome
5. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
DRAMATIC ELEMENTS
1. Challenge
2. Play
3. Premise
4. Character
5. Story
6. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
CHALLENGE
▸ A sense of accomplishment and enjoyment
▸ Determined by the abilities of a specific player
▸ Individualized
▸ Dynamic
▸ Flow
7. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
PLAY
▸ Roger Caillois’s 4 types of play
1. Agôn (Competitive Play)
2. Alea (Chance-based Play)
3. Mimicry (Make-believe Play)
4. Ilinx (Vertigo Play)
▸ Along the dimension of freedom
▸ Ludus (Rule-based Play)
▸ Paida (Free-from, improvisational Play)
8. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
PREMISE SETS…
▸ Time
▸ Place
▸ Main character(s)
▸ Objective
▸ Action that propels the story forward
▸ Makes a game’s formal system playable for the user
9. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
CHARACTER
▸ Empathy propels their movement toward a resolution
▸ Protagonist (main character) ↔ Antagonist (main opponent)
▸ Methods of characterization
▸ Wants
▸ Needs
▸ Hopes
▸ Fears
▸ Round characters ↔ Flat characters
▸ Agency ↔ Empath
10. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
STORY (AS A DRAMATIC ELEMENT)
▸ Uncertain outcome fosters engagement
▸ Often backstory for
▸ Setting
▸ Main Conflict
▸ Story points in game progression
▸ Player choices affect game outcome
▸ Branching storylines
▸ Limited scope
▸ Story can emerge from gameplay
11. THANK YOU VERY MUCH FOR YOUR ATTENTION
THANK YOU
Contact me:
len@uwaterloo.ca
@acagamic (Twitter)
hcigames.com