From gamification to game design

Post on 22-Aug-2015

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Transcript of From gamification to game design

From Gamification to Game Design

Pietro Polsinelli @ppolsinelli

These slides: http://bit.ly/rulescraft

Transformation 1/3

Games for Social Impact

Tuesday, April 18, 2023

… 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 EuropeMission.

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Kids becoming aware and capable of dealing

with situations of neglect and abuse.

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Pick a mod, just change the labels ... 5

Collateral story gets in the way of play.

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Designing Games for Social Impact

RE-DESIGN

Inspired by ...

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Inspired by Dumb Ways To Die. Specific mechanics.

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Represent notions with characters

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Inspired by Dominions: cards are characters, actions, a universe.

Universe made of simple atoms

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Build up of awareness defines the game

mechanics.

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Game loop: shit happens.

Deal with it and keep your universe together.

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Designing Games for Social Impact

TIPS

Use cards.

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Cards constitute a universe, not just characters and actions. Also universal language. Developers, cards are objects – classes, instances, extensions.

More pervasive than it looks.

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Plants vs. Zombies (1) was born and prototyped as a card game – actually collectible card game.

Complexity trains strategic thinking.

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Distinction between input output randomness & unpredictability: from Randomness and Game Design

Use ramdomness sparingly.

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Games with simple relations and play

mechanics are simpler to evolve.

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Minimal viable game.

Keep a good state in the loop AND supply an evolving story line.

Stories kill fun in loops.

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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.

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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 …

Working in applied games is particularly complex / interesting because you are working in between systems.

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Motivational theory?

A game where you can’t win, and its not fun.

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This War of Mine

Each game is played because of a

motivational framework defined by…

the game itself.

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Transformation 2/6

Games for Health

Help people that are evolving towards a chronic desease by influencing behavior and disrupting this evolution.

NDA

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Customer thinks (s)he knows what “game” means. This is a problem.

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Designing Games for Health

RE-DESIGN

Tuesday, April 18, 2023

Category, competition, avatar, war, reward,

levels

Vs.

Inclusive, mentor, path, story, transformation

A language change.50

Ian Bogost: gamification is bullshit.

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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...

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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.

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.

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Not so cool for not geeks.

agent based model

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Designing Games for Change

RE-DESIGN

Tuesday, April 18, 2023

Dystopic future, like in The Curfew. “Lacking food water oil”, daily life has to change. 64

How will you prepare breakfast without

electricity?

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Variations on daily life habits due to external

changes.

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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

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Emergence / Progression

Sim City, Braid.

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So?

Become a game designer: study, prototype, release, loop

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Sources www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29

http://www.gamasutra.com/blogs/NickyCase/20140811/222467/If_Games_Were_Like_Game_Stories.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29 http://www.anglia.ac.uk/ruskin/en/home/microsites/global_sustainability_institute/our_research/resource_management.Maincontent.0021.file.tmp/Climate%2520Change_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

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My twitter stream is mostly dedicated to

game design

http://twitter.com/ppolsinelli

A blog on game design

http://designagame.eu