Digital Narrative: Player Choices, Fun, & Dilemma

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Information from Game Design Workshop by Tracey Fullerton, 2nd edition.

Transcript of Digital Narrative: Player Choices, Fun, & Dilemma

Choice, Dilemma, Fun, & Playtesting

Chapters 11 & 9Game Design Workshop, Tracy Fullerton

Digital Narrative Theory & PracticeDr. Lori Landay

Fun & Flow (Mihály Csíkszentmihályi)

Choices & decisions

Hierarchy of payoffs in the Prisoner’s Dilemma is:

1. ·  Temptation for defection: zero years

2. ·  Reward for mutual cooperation: one year each

3. ·  Punishment for mutual defection: three years each

4. ·  Sucker’s payoff for unreciprocated cooperation: five years

Part 2: Playtesting

·Overall, what were your thoughts about the game?

· What were your thoughts about the game play?

· Were you able to learn how to play quickly?· What is the objective of the game?

· How would you describe this game to someone who has never played it before? What would you tell them?

· Now that you have had a chance to play the game, is there any information that would have been useful to you before starting?

· Is there anything that you did not like about the game? If so, what?

· Was anything confusing? Please take me through what you found to be confusing.

Iterative process

What needs to change?