2. We teach at the University of Miami
Our MFA in Interactive Media starts this
Fall
Clay
• @claytical / c.ewing@miami.edu / claytical.com
Lien
• @lient / l.tran@miami.edu / lienbtran.com
3.
4. Designing non-digital games is a great way
to learn about systems
The ideas we’re going to talk about apply
to interactive media and user experience
Designing digital games isn’t much
different, there is just a lot more pieces to
worry about
12. We abide by artificial rules
Subject ourselves to constraints
Suspend our disbelief
Usually, because it’s fun
13. Let’s
play a game, it’s called “HIGHEST
NUMBER”
14. Choices are ambiguous
Immediate rewards vs. delayed
gratification
Actions have consequences
15. Mechanics
• What you do in the game:
shooting, building, running, jumping, bidding, etc.
Dynamics
• Sets of mechanics that build the core gameplay:
territorial
acquisition, survival, collection, trading, etc.
Agency
• The ability for a player to make a choice
16. Intrinsic Reward
• Intangible. A sense of achievement. For the love
of the game.
Extrinsic Reward
• Tangible. If you play my game I’ll give you candy
17. Positive Feedback
• Hooray! Have some more points!
Negative Feedback
• Die! Give me back those points!
18. Split into groups
Draw a card, this is your theme.
Make a game with at least two objects
from the table that fits into your given
theme.
19.
20. Imagineyou are a detective trying to figure
out what works and what doesn’t
Have questions to ask before you even
start the test to ask afterwards
Sometimes it can be super specific, but it
doesn’t have to be
21. People learn by playing, not reading the
rules
Let
them make mistakes, but take notes
when they do
Youwant to see how they solve the
problem
23. Group 1 plays Group 2’s game
Group 2 plays Group 3’s game
Group 3 plays Group 4’s game
Group 4 plays Group 5’s game
Group 5 plays Group 1’s game
24. Itcan hurt, but it will lead to a better final
product
Of course, be constructive, not nasty