From 
Gamification to 
Game Design 
Pietro Polsinelli 
@ppolsinelli 
These slides: 
http://bit.ly/rulescraft
Transformation 1/3 
Games for 
Social Impact
… 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 
Wednesday, December 3, 2014 
Mission. 
3
Kids becoming aware and 
capable of dealing with 
situations of neglect and abuse. 
4
Pick a mod, just change the labels ... 
5
Collateral story gets in the way 
of play. 
6
Designing Games for Social Impact 
RE-DESIGN
Inspired by ... 
8
Inspired by Dumb Ways To Die. Specific mechanics. 
9
Represent notions with 
characters 
10
Inspired by Dominions: cards are characters, actions, a universe.
Universe made of simple atoms 
12
Build up of awareness defines 
the game mechanics. 
13
Game loop: shit happens.
Deal with it and keep your 
universe together. 
15
Designing Games for 
Social Impact 
TIPS
Use cards. 
18
Cards constitute a universe, not just characters and actions. Also 
universal language. Developers, cards are objects – classes, 
instances, extensions.
More pervasive than it looks. 
20
Plants vs. Zombies (1) was born and prototyped as a card game – 
actually collectible card game.
Complexity trains strategic 
thinking. 
22
Distinction between input output randomness & unpredictability: 
from Randomness and Game Design
Use ramdomness sparingly. 
24
Games with simple relations 
and play mechanics are simpler 
to evolve. 
25
Minimal viable game.
Keep a good state in the loop AND 
supply an evolving story line.
Stories kill fun in loops. 
28
If Games Were Like Game Stories...
From Nick Case If Games Were Like Game Stories... 
Games don’t’ branch, they evolve.
Even branching games do not have branching at their core.
Interact early with concept art. 
32
Black and white games: “get ready for fight 
or flight”
What I say here is based on anecdotal evidence from 
working experience, no data no lab.
Applied games 
definition and 
theory
An applied game (serious game) is 
a game designed for a primary 
purpose other than pure 
entertainment. 
Take this as a sort of definition. Hard to say which are not serious. Note that in 
effort, style, problematic this changes little.
Self referential / Referring games 
Both may be good or bad. 
37
You will need full game design skils – and more - to create 
good games that teach something.
Shortcuts …
Game design is a specific profession. 
Image from Extra Credits.
Working in applied games is particularly complex / interesting 
because you are working in between systems. 
41
Motivational theory?
A game where you can’t win, 
and its not fun. 
43
This War of Mine
Each game is played because of 
a motivational framework 
defined by… the game itself. 
45
Transformation 2/6 
Games for 
Health
Help people that are evolving towards 
a chronic desease by influencing 
behavior and disrupting this 
evolution. 
NDA  
47
Customer thinks (s)he knows what “game” means. 
This is a problem. 
48
Designing Games for Health 
RE-DESIGN
Category, competition, avatar, 
war, reward, levels 
Wednesday, December 3, 2014 
Vs. 
Inclusive, mentor, path, story, 
transformation 
A language change. 
50
Ian Bogost: gamification is 
bullshit. 
51
Redesigned by including negative feedback, turning avatar to mentor, building an 
AI.
Designing Games for Health 
TIPS
Distinguish (and then merge) projective 
experiences and couching.
Genre and inclusiveness.
Power of baptism. Comes in many forms... 
57
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.
Beyond the avatar: Discarding the relatable avatar for a meaningful 
voice learning from poetry
Transformation 3/6 
Games for 
Change
This is the communication context. Few really cares about global warming, we have to 
make people aware of consequences. 
61
agent based model 
Not so cool for not geeks. 
62
Designing Games for Change 
RE-DESIGN
Dystopic future, like in The Curfew. “Lacking food water 
oil”, daily life has to change. 64 
Wednesday, December 3, 2014
How will you prepare breakfast 
without electricity? 
65
Variations on daily life habits due 
to external changes. 
66
Designing Games for Change 
TIPS
Emergence: a set of simple rules 
acting on many elements. The game is 
an emergent behaviour 
Progression: a predefined set of 
actions to be performed to complete 
the game 
68
Emergence / Progression 
Sim City, Braid.
70
So?
Become a game designer: 
study, prototype, release, loop
75
Sources 
www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php?utm_s 
ource=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+N 
ews%29 
http://www.gamasutra.com/blogs/NickyCase/20140811/222467/If_Games_Were_Like_Game_Stories.ph 
p?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gama 
sutra+News%29 
http://www.anglia.ac.uk/ruskin/en/home/microsites/global_sustainability_institute/o 
ur_research/resource_management.Maincontent.0021.file.tmp/Climate%2520Chang 
e_Resource%2520Scarcity_Conflict%252019-09.pdf 
http://www.aboutkidshealth.ca/En/Pages/default.aspx 
https://mysugr.com/ 
https://www.flickr.com/photos/littleloud/6725429655/in/photostream/ 
http://images4.fanpop.com/image/photos/24200000/Dominion-card-and-tile-games- 
24276844-502-405.jpg 76
My twitter stream is mostly 
dedicated to game design 
http://twitter.com/ppolsinelli 
A blog on game design 
http://designagame.eu

From gamification to game design

Editor's Notes

  • #2 Game Design: From Rules to Craft
  • #4 Facilitate access to social services to kids in trouble.
  • #5 Facilitate access to social services to kids in trouble.
  • #6 Little big palnet. As typical of superficially gamified solutions, the teaching is actually an obstacle in the natural gameplay.
  • #7 Facilitate access to social services to kids in trouble.
  • #9 Facilitate access to social services to kids in trouble.
  • #10 Keep me safe http://dumbwaystodie.com/ we have the social events involve the kids even in the game design
  • #11 Facilitate access to social services to kids in trouble.
  • #13 Facilitate access to social services to kids in trouble.
  • #14 Facilitate access to social services to kids in trouble.
  • #16 Facilitate access to social services to kids in trouble.
  • #17 Game is characters and card based. Projective character and stories that evolve.
  • #19 Facilitate access to social services to kids in trouble.
  • #21 Facilitate access to social services to kids in trouble.
  • #23 Facilitate access to social services to kids in trouble.
  • #24 Game state and player perception. Positive combinatiorial explosion.
  • #25 Facilitate access to social services to kids in trouble.
  • #26 Facilitate access to social services to kids in trouble.
  • #28 You are building a meaningful app.
  • #29 Facilitate access to social services to kids in trouble.
  • #30 This is often a problem for designers coming from web design, or narrative.
  • #32 80 days there are choices in a graph with state
  • #33 Facilitate access to social services to kids in trouble.
  • #35 A word of caution.
  • #36 This was to taste what I want to do today. Bare with me, a few simple distinctions.
  • #37 Applied games, a.k.a. Serious games Playful solutions Persuasive games and... Gamified solutions
  • #38 Just take a mental note. Both may be good and bad. Connected with the autotelic / instrumental gameplay aim.
  • #39 My point. I will present examples and tips. Applied game our focus is solving a problem which the user have. In games the problem u want to solve is (hidden) how I game designer express myself artistically, as once was done by painters and writers? The list of patterns, they are still around, “if you want to make a successful social game follow this list”, sad story [find image of bullets]. If this were true, why the most experts in the field fail continuously? I have only 4 years experience in game design, I see the rate of extraordinary fantastic idea / released game not improving. Actually getting worse.
  • #40 gamification bullet lists stand to game design as "tricks" for writing good novels: a bad idea, symptom of deep misunderstandings actually applied games have all the complexity of game design PLUS more
  • #41 Here I am saying game design as a possible specific profession. Not the lonely hero. Consulting for a game for a corporation, your work is 1% of the total effort. Fine. Game designer not for AAA studios.
  • #42 “From Gamification to Game Design”: why? As a process to provide effective solutions. It is a good thing, because it works.
  • #45 Pragmatic approach: fun is learning, play to gain competence -> add slide This war of mine -> plus tweet - know litterature and focus on your game details
  • #46 Again, no shortcuts.
  • #49 “I think the reason is that the client doesn’t really know what a game designer does.” http://techcrunch.com/2014/09/28/why-and-how-to-hire-a-game-designer/?utm_content=buffer2fd34&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer Hence has opinions; this is very bad. there is a pattern: first you have to steer the customer to a project that is feasible and fun and compatible with their own requirements When is your game design “good”? This should be rephrased as “those you set as judges, are happy?” For this level of complexity, it probably should be a cycle of improvements more than a masterpiece; this is why game design is not defined independently from development and the release / improve cycle. Making points about games without prototypes is hard. YOU HAVE TO DO A BIG EFFORT: Not only replace gamification to game design, game design cycle expanded to working prototypes Bsw: I suggest to adopt game design as a competence you can enlist. But its not an add on, its usually the full trip.
  • #51 Type 1 Diabetes #persuasive   When there is no game but the customer wants fun Competition,. genres: do you want to select the audience? Contests are games? Social networks are games? Lens: Collect data always, be inclusive The mentor /projection dynamics This project gave us the opportunity to explore the relationship between the mentor xxx. We had these conflicting requirements:     The mentor is a basic role of [The Writer’s Journey]. In some way you do have to reward the player: the point is that reward is one of those infinite depth words.
  • #52 Facilitate access to social services to kids in trouble.
  • #53 This is by Ian Bogost “Gamification is Bullshit”. We want to use game design proper, not gamification, for not strictly videoludical purposes. The customer came with practically all the “ideas” on the right.
  • #65 . Started from emergent … https://www.flickr.com/photos/littleloud/6725429655/in/photostream/ “The Curfew, an epic adventure webgame about civil liberty and dystopian futures from Channel 4 and Littleloud.” Ask for concrete examples: making breakfast without electricity … brings the light and the possibility of fun.
  • #66 Facilitate access to social services to kids in trouble.
  • #67 Facilitate access to social services to kids in trouble.
  • #69 Facilitate access to social services to kids in trouble.
  • #71 “Jesper Juul made the invaluable distinction between games of emergence and games of progression that informs the entire book.” http://www.jesperjuul.net/text/openandtheclosed.html
  • #74 Game mechanics is a field of its own, as is the litterature on engagement. Ho selezionato I riferimenti per qualità, non per popolarità. My friend Sebastian Deterding In the infoberg give references by theme: fun -> fun bookGamification deterding (again takeaway clearing ambiguities), amyUser models: kahnemanVirtual: lehdonGame mechanics: schell, fun, what
  • #76 Callois paidia & ludus I will now introduce some of the most effective categorization I found in my ongoing research.