How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.

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Transcript of How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.

Page 1: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.
Page 2: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.

How To Pick A LockCreating Intuitive, Immersive

Minigames

-Kent Hudson

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About Me

Creative Director, Midway Austin Unannounced Title (Soon, though!)

Designer, Ion Storm Deus Ex: Invisible War (Level Design, Game

Data) Deus Ex PS2 (Firefighting) Thief: Deadly Shadows (Firefighting)

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Minigames

What is a minigame? A small game within a game, with

custom rules and controls Why use a minigame?

Variation Player Expectation Immersion

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What makes a good minigame? Ease of Understanding

Does the player get it at first sight? Does it meet logical expectations?

Ease of Use Is it simple to use? Is it well tuned and balanced?

Immersion Few, if any, layers of abstraction Smooth transition between game and

minigame

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What makes a good minigame? Rewarding of Player Skill

Can the player get better at it? If so, why does that matter?

Meaningful Consequences Do success and failure matter? If so, inside or outside the minigame?

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Goals

Ease of Understanding Ease of Use Immersion Rewarding of Player Skill Meaningful Consequences

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Analysis

The Elder Scrolls IV: Oblivion Thief II: The Metal Age Deus Ex Saints Row Splinter Cell: Chaos Theory Thief: Deadly Shadows

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But first, a disclaimer....

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The Elder Scrolls IV: Oblivion

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The Elder Scrolls IV: Oblivion Ease of Understanding - Medium Ease of Use - Low Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Low

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Thief II: The Metal Age

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Thief II: The Metal Age

Ease of Understanding - Low Ease of Use - High Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Medium

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Deus Ex

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Deus Ex

Ease of Understanding - Medium Ease of Use - High Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Low

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Saints Row

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Saints Row

Ease of Understanding - High Ease of Use - High Immersion - Low Rewarding of Player Skill - Low Meaningful Consequences - Low

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Splinter Cell: Chaos Theory

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Splinter Cell: Chaos Theory

Ease of Understanding - Medium Ease of Use - High Immersion - High Rewarding of Player Skill - Medium Meaningful Consequences - Low

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Thief: Deadly Shadows

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Thief: Deadly Shadows

Ease of Understanding - Low Ease of Use - Medium Immersion - High Rewarding of Player Skill - High Meaningful Consequences - Medium

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Goals - Recap

Ease of Understanding Ease of Use Immersion Rewarding of Player Skill Meaningful Consequences

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The End

Questions? Comments? Snide remarks?