casual game design: designing play for the gamer in all of us

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Designing Play for the Gamer in All of Us

Post on 20-Oct-2014

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I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well. In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.

TRANSCRIPT

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Designing Play for the Gamer in All of Us

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What do I mean by casual games?

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A history of casual games in three parts

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Principles of casual game design

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1. Rules & goals must be clear.

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2. Reach proficiency quickly.

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2. Game adapts to player’s life & schedule.

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4. Borrow from the familiar.

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We all know what games are, right?

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A mental model of games

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Intrinsic

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System of Rules

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Goal

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Extrinsic

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Voluntary

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Separate

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Uncertain

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Then there’s the succinct definition:

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“Voluntary effort to overcome unnecessary obstacles.”

Bernard Suits

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The role of the game designer.

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Transform the moment of play

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into a game.

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Core idea

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Clear goals

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Spec/write the rules

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Build

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Playtest

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Iterate

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Have a broad appetite

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Journey to the End of the Night

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Hopscotch Highways

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Ran some, ransom

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Mechanics

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Matching

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Too little.

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Too much.

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New games from tweaks to old mechanics

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Never forget

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Constraints are crucial.

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Sorting

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Limited choices

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More legibility

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More choices

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Less legibility

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No replacement

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With replacement

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Bouncing, Tossing, Rolling & Stacking

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Exploring the system

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Exploring the system

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Exploring the system

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Gravity

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provides

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drama.

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Variability allows for skill.

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Beyond games

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People love collecting stuff

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And they like recognition

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Play to the completist

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An example of our design processMake a casual real-world game

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Our challenges

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Our goals

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Our answer

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Study the mechanics

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Evolve new systems

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Today’s casual player

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Is tomorrow’s hardcore gamer.

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That’s it. Any questions?

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[email protected]

www.giganticmechanic.com