Jenn McNamara, Vice President | BreakAway Games
Client-Centered Serious Game Design
Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.
This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019
3. Custom serious games for clients
Applications: training, assessment,
research, marketing
Driven by MY observations and experiences
http://www.experimentswithsuccess.com
10. 2018 ESA Essential Facts
https://pcbuildsonabudget.com/which-genres-needs-more-love
https://pinoytekkie.wordpress.com/2012/08/31/know-your-game-genre/
11. 1, 2, 3, shoot on 4
Best 2 out of 3 wins
By Enzoklop https://upload.wikimedia.org/wikipedia/commons/6/67/Rock-paper-scissors.svg
12. 1, 2, 3, shoot on 4
Best 2 out of 3
Scissors cut paper
Paper covers rock
Rock crushes lizard
Lizard poisons Spock
Spock smashes scissors
Scissors decapitates lizard
Lizard eats paper
Paper disproves Spock
Spock vaporizes Rock
Rock crushes scissorshttp://www.samkass.com
/theories/RPSSL.html
13. 1-2-3-throw on 4
Loser becomes cheerleader for winner and
follows to next game
Repeat until one champion
flickr.com/photos/gozalewis/4565833940
30. Must be in line with needs / expectations
Artificial constraints remove iteration cycles
http://lifevesting.com
31. Broaden analysis, include:
◦ Funding
◦ Timelines (artificial and real)
◦ IT infrastructure and support contractors
◦ Data needs / usage
◦ End-player attitudes towards:
Games
Specific game elements
32. Client-centered doesn’t mean the client is
always right
Let game designers’ expertise drive
recommendations
◦ Genre
◦ Specific game elements
Employ focused testing and iteration as a design
process
33. End-users
Management
Customers (Internal or External)
Information Technology
Other Vendors
Human Resources
Training and Development
Marketing
Parents
…
34. Pilot/soft launch
Push with a marketing campaign
Support other vendors or internal cost centers
Have a plan for the data produced
Plan for deployment
Plan for maintenance
◦ Content
◦ Technology
So lets talk about those tools
How many of you play games – what kind do you play?
How did the experience differ between the first time you played rock paper scissors and this time?
Different goals –get you to move, bond as a group, prime for learning
Complexity of rules too much to follow? Did anyone ignore the new variations?
Did anyone want to lose?
Different people liked different play experiences with the same core game – when we design games. We have to remember the player might like something different than the designer.