Since the narrative has a fundamental role for engagement in games, the design of the gameplay cannot underestimate a prerequisite of aesthetic coherence: the player's actions in the game can't conflict with those of avatar in the story.
Because of this, the theme of the game, which is the semantic nucleus of experience, must be the permanent reference of design.
In this game design talk, Vincenzo Santalucia, game/narrative designer of the official game of Netflix series Suburra, tells about the approach and the design process followed to construct a ludonarrative experience as much as possible recognizable and coherent.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Games Industry Conference 2017
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Games Industry Conference 2017
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
How to make people love your game in 90 seconds or lessDori Adar
Your game has to form a relationship with the gamer in SUPER SPEED. See here how to prepare it to the most important meeting of its life- the first date.
Read more at www.doriadar.com
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
The Golden Gamers: A 65+ Library Gaming GroupJohn Pappas
"The Golden Gamers" Equitable and Inclusive Gaming Events for the Elderly presented by John Pappas
Tabletop board gaming is a creative, multi-generational, social and fun activity. While there is a broad swatch of recreational activities for the 65+ crowd, generally gaming is left out. Conversations with the Senior Activities Board of the Upper Darby Libraries confirmed this with traditional video games providing an engaging experience but accessibility tends to be a challenge due to physical determinants (carpal tunnel, poor eyesight, arthritis) and experiential (with a large learning curve required for many video games). Tabletop board games provide an experience that is interactive, social, cognitive and engaging. With concerns over Alzheimer's and social isolation, this is an important subject for many seniors. The Primos Library instituted a series of programs "Tabletop Gaming at the Library" (intergenerational, weekly), The Game Designer's Guild (monthly, intergenerational) and the "Golden Gamers" (65+, Monthly-Weekly dependant upon interest) each providing a gaming experience for burgeoning and experienced gamers of any age.
In this talk, Pappas will discuss the initial planning, marketing, collection development and community engagement elements of the series as well as successes and challenges. A large portion of the talk will be on game selection for this age group including issues such as the level of social interaction inherent in the game, types of games, levels of complexity and iconography.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Costruire l’intenzione: nudging e game design
Siamo nel secolo ludico: mai come oggi le persone hanno investito nel gioco tanto tempo e risorse; mai come oggi il gioco è espressione identitaria e fenomeno culturalmente rilevante. Con tutti i casini che abbiamo, non dovremmo pensare a cose più serie? Attraverso una panoramica su concetti base del game design ed insight su progetti di applied games sviluppati, Vincenzo Santalucia, game director a Whitesock, racconta il potenziale del gioco per mostrare, spiegare, convincere e promuovere il cambiamento sociale.
L'utilizzo dei giochi per la formazione non è un tema nuovo.
Sappiamo che i giochi sanno essere coinvolgenti, che funzionano bene per veicolare informazioni e allenare competenze.
Ma usare un gioco per nascondere in un involucro appetitoso un contenuto non interessante, o per creare un contesto in cui riproporre quei pattern di interazione che sappiamo essere efficaci per rinforzare la motivazione, raramente significa confezionare un’offerta formativa più efficace.
Eppure in certe situazioni un gioco è in assoluto lo strumento migliore per imparare.
A quali condizioni?
Sei in grado di scrivere codice? È in grado il tuo amico? In entrambi i casi ti starai dicendo: voglio fare un videogioco!
Un buon developer è fondamentale per creare un buon videogioco ma non è sufficiente.
Un gioco invita i giocatori a risolvere un problema arbitrario promettendo nient’altro che l’esperienza stessa; non conta il fine, contano i mezzi.
E allora come si fa a coinvolgere il giocatore? Come si rende ogni azione significativa? Come si garantisce la libertà in un sistema di regole fisse ed elementi limitati?
In questo workshop di game design proviamo a rispondere a queste e ad altre scomode domande.
Workshop organizzato con Giuseppe Lapenta per la Global Game Jam, sede di Pisa
29/01/2016 - Museo del Calcolo - Pisa
Sei pronto per la jam?
Hai già un team in grado di accordarsi velocemente, lavorare in parallelo, gestire risorse limitate, mitigare i rischi, affrontare gli imprevisti e soprattutto consegnare in tempo qualcosa di giocabile?
Se vuoi fare una prova generale, raggruppa una squadra, prendi una manciata di spaghetti e unisciti al Marshmallow Design Challenge! Potresti imparare qualcosa di utile sulla gestione del tempo e sul lavoro di squadra e, chissà, magari aumentare le tue chance di sopravvivere alla maratona…
SPAZI FISICI E SPAZI POSSIBILI - COME I VIDEOGIOCHI BILANCIANO GRATIFICAZIONE...vincenzo santalucia
Quanto spazio deve contenere un mondo virtuale? Quanti luoghi devono essere accessibili? Quante scelte devono essere possibili? I giochi ci conducono in esperienze prefabbricate eppure ci regalano un’inebriante senso di controllo e realizzazione. Lo spazio ludico è progettato per costruire l’illusione della scelta. Ma che succede quando qualcosa va storto?
slide del workshop tenuto all'internet festival 2015
http://www.internetfestival.it/eventi/spazi-fisici-e-spazi-possibili/
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
2. Who’s this guy?
Vincenzo Santalucia
10+ years’ experience in Digital Contents Design.
Visual Design
Art Direction and Graphic design
for e-learning, publishing
industry, entertainment, applied
games
Interaction Design
Heuristic evaluations, UI/UX
design and development for
mobile apps, softwares, games,
web sites
Game Design
Core System design, level
design, game based learning,
fluff-free gamification
5. Brief
Re-engage users in the story
thanks to
1. A new opportunity to
immerse in the story world
2. A new way to interact with
the contents
6. Relationship with the series
• The game arises from the series but is engaging as a game
• The game takes advantage from the popular contents of the
series
• The game doesn't contradict the series in any way
• The game hermetically reveals something from the next series in
advance
7. Fantasy
I want to immerse in a extraordinary world
Narrative
I want to unveil an exciting story
Challenge
I will be rewarded for overcoming obstacles
Core Aesthetic
8. And since it’s a game:
The game asks the player to take
meaningful choices which imply a
dilemma and have integrated
consequences
9. And since it’s a story driven game:
Story and gameplay of the game don't
contradict each other but are different
ways to communicate the same idea
12. • It creates a disconnection between
the player and his avatar
• It compromises the suspension of
disbelief
• It bring the player to lose interest in
the story
Where is the problem?
13. • You want for your player the
best narrative experience
• You want the player feeling
free to take choices
• You cannot directly control the
player intentions
Why in games it’s harder
14. There is some technique to deal with the issue…
Commit to killing artificial rules Bring meta-elements to a diegetic level
15. And some solution which I don’t prefer
Suspend agency in key moments Pretend the player won’t care
17. Risks of starting from story
Falling in an extensive approach
There are so many verbs in a story; how many of
them will become game mechanics?
Losing focus on player agency
Things must happen, no matter player preferences.
Will the player perceive to have control?
Losing design resilience
When the development will be in late, cutting things
will be quite harder
21. Game Theme
Loyalty vs
Selfishness
The game is about ambition and the
being part of a group. Both
Gameplay and story provide a
conflict for the player as she goes in
each of the two directions.
22. What is the series about?
Drama arises from the relation
between the main characters,
which share the same interior
conflict:
• They must be unattached,
arrogant, brutal and ruthless
(the world goes this way)
• They are (still) human beings
with feelings and desires
23. From the player perspective
By showing their weaknesses or lingering on
moments of humanity, the camera gives to
the audience the opportunity to bond with the
main characters.
Those moment are actually rewards for the
player which is constantly looking for
humanity.
24. How is the conflict staged in the game?
We must spoil the
gameplay a bit…
25. Game Concept
SUBURRA - THE SERIES GAME
An adventure/detective game which puts you in the role of Aureliano, Spadino
e Lele on the trail of a suitcase stolen to the vatican and asks you to choose
between loyalty and personal profit.
27. Unity of purpose
For the player to feel the sense of
progression he must advance toward a
clear, desiderable goal. So, the playable
characters mush share a common interest.
The series' episodes in which Spadino,
Aureliano and Lele are more bonded by
unity of purpose are the 5 to 7.
Ep 5-7 are also the
ones with more
“reward” scene
28. Hero’s journey
In the series:
Can't find my place > I rule the world
(from inadequate to overcoming father)
In the game:
I'm part of a team > I come first
(from comprimary to leading role)
29. ACT 1 - SETUP ACT 2 - CONFRONTATION ACT 3 - RESOLUTION
Chapter 1
Main actions: talk, explore
Main message: Find the searched-thing to get the
reward-1
Main clue: Start searching from here
Meeting: sharing mandatory
Chapter 3
Main actions: fight
Main message: This is your enemy
Main clue: You should look down there
Meeting: Sharing is quite useful
Chapter 6
Main actions: talk, fight
Main message: searched-thing is more precious than
you thought
Dilemma:
A. Go on with the plan for reward-1
B. Run alone for reward-2
If A:
Ending1: Clan-mates blame you for something and
keep for them most of Reward-1
If B:
Main clue: Here's how to get reward-2
Chapter 4
Main actions: explore
Main message: Get ready for the battle
Main clue: Searched-thing is there
Meeting: Sharing demanded, probable quarrel
Chapter 2
Main actions: explore, fight
Main message: This is the trail
Main clue: You should look for this
Meeting: Sharing is very useful
Chapter 5
Main actions: fight
Main Message: is union in strength?
Main clue: here is the searched-thing
Meeting: Sharing demanded, quarrel is sure
Chapter 7
Main actions: fight, talk
Main message: Betraying was the best thing to do
Ending 2: You get reward-2. Clan-mates will never
know
Story Structure
30. At the end of every chapter you’re invited to a meeting
with your clanmates.
At the meeting you will be asked to share information
and items you found. You can decide to:
● Share all the items: All your items will be
redistributed.
You’ll get a poor result.
● Don’t share anything: You tell to clanmates you
didn’t find anything at all.
You won’t able to switch character in the next level.
The meeting rule
32. Narrative Level
If I'm loyal, I’ll get the "lame" ending
If I'm selfish, I can't switch player
Gameplay Level
If I alway share, I’ll be poorly equipped
If I never share, I'll be killed by clanmates
Theme and conflict
33. AR Mechanics
The player can hide in his real room an
item from the character's inventory and
reducing the disadvantages coming from
a "share" choice.
BUT
The item can be found from any other
player of the game: you might try to cheat
and be cheated yourself!
Working for resonance
38. Hero’s journey
1 Call to Adventure: AC got a chance to get money
2 Refusal: AC at home, feeling far from the goal
3 Meeting with the Mentor - Crossing the threshold:
AC finds a trail to follow
4 Tests, Allies and Enemies: AC talks, menaces,
punches npc. AC gets from a clanmate the information
to progress.
5 Approach: AC encounter his enemy and has the first
tough fight. He gets closer to the suitcase and gets a
gun.
6 Ordeal: AC and clanmates are involved in a shooting
and defeat their enemies.
7 Reward: AC find the suitcase. Crisis in the clan.
8 Road Back:
[1] AC decide to return the suitcase and share the
money with clanmates
[2] AC decides he'll claim a bigger reward.
9 Resurrection:
[1] AC is hurt but alive. He got almost no profit and he
decide next time he'll care of himself first
[2] AC is hurt but gets a large profit.
10 Return with the Elisir:
[2] AC is happy for succeeding to exploit the situation.
He knows he wont have problem to hide the truth.
Editor's Notes
Tomb Rider: in cutscene si vede Lara super dispiaciuta per il cerco – subito dopo puoi sbloccare una skill -> guadagna XP per frugare corpi animali
È un problema grave se narrativa è core aesthetic
Sospensione incredulità – esempi firma per terreni, scassinare porte
Achiev - gunpoint
Migliore esperienza narrativa implica una curva di interesse abbastanza precisa – meglio se guidato
Esempio: gioco di corsa, sorpasso all’ultimo momento
ICO – Niente barra salute, niente particolari mosse di attacco (evitare che giocatori si concentri sul combattimento)
Firewatch – il sistema di navigazione non introduce un livello di separazione tra giocatore e gioco – esempio in Suburra SMS per meeting
Abbassi la tensione proprio dove dovrebbe essere più alta -> rovini l’esperienza
Lasci passare idea che in un gioco storia e gameplay siano aspetti separati e giudicabili a parte (es. film Storia / Regia )
Nella serie personaggi hanno imperativo morale di autorealizzazione..
I personaggi sono in fuga da una morale crudele. Cercano un posto e sanno che devono trovarlo all’interno di quel mondo.
Sanno che devono essere feroci, spietati
Non cercano di cambiare le regole.
Giocatore vive lo stesso conflitto.
Quando mi affeziono a pg? 1. Gli succede qualcosa di ingiusto (compassione) 2. Fa qualcosa di umano (simpatia)
lealtà - tornaconto
Come viene vestito il tema? Per arrivarci dobbiamo svelare qualcosa
Ogni capitolo ha una funzione narrativa (message) e un indizio (gancio per prossimo capitolo)
Punti di interesse e estetiche . Nota che il riferimento non è solo a estetica narrativa e fantasy.
La storia è stata definita inizialmente solo a livello strutturale