Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
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Transcript of Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
Pervasive GamesArjen de Jong
Pervasive Gamedesigner &
Writer for Interactieve Media
Win-condition:
Understanding pervasive-gamedesign and putting it in perspective with classic- and video-gamedesign.
Games < 40
Gamedesigner
Video-gamedesigner
‘Other’ gamedesigner
Magic Circle
Urban Game
Interactive Theatre
Playful Installation
Life Action Roleplaying
Location Based Game
Alternate Reality Game
Pervasive Gamedesigner&
Writer for Interactieve Media
www.player-2.nl
Video removed in online-slideshare version.
Video removed in online-slideshare version.
Theory
- Meaningful Interaction- Progression- You can PLAY with it- Game ≠ Videogame- As long as we sort of agree, it’s ok.
What is a game? = What is art?
Can we categorize games?
Created world
Analog
Pervasive
Digital
Entertainment Applied
- Ruleset- Players- Magic Circle
Common ground?
The Ruleset
- Actions and forbidden actions- Designing behaviour- Players don’t always know (all) rules
People think in rules
- Causal thinking- If this Then that- Recognising patterns
Game design done!
Well not quite..
The Magic Circle
Space
- ‘Physical’ Space- Time- Social Space- Mindset
Suspension of Disbelief
- Agreement- Metacommunications- Pretending ‘as if’- Cheating / Breaking
Context
Ruleset Players
Context /Magic Circle
GameBig
Game
So what’s different?
Pervasive games
“One or more salient features that expand the contractual magic circle of play spatially, temporally, or socially.”
Creation vs Staging
Creation
Staging
What does that mean?
Videogames can be pervasive
Pervasive games can be digital
Hidden treasure?
Magic circle = true
- Your game doesn’t just happen in your game world
- Realize that and use it.
Thinking outside of the box?
- Burn the box- Seriously, do it- Thinking in platforms is
limiting- Genres are only a way to
communicate
Thinking outside of the box?
- Design an experience- Catagorize later- “It’s like … but then
with …” should get you fired
Intrinsic motivation wins
- Leave players more freedom to set their own targets
- Go from ‘I have to’ to ‘I want to’- Make players feel smart- Winning in multiple ways = less losers
Emergent play = awesome
- Design a game like a framework- Allow players to play and experiment- Play, don’t tell.- Allow players to co-create the
experience
Pervasive Gamedesigner&
Schrijver voor Interactieve Media
www.player-2.nl
www.player-2.nl
Playful Narrative