game design: from rules to craft

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Game Design: From Rules To Craft Pietro Polsinelli @ppolsinelli These slides: http://bit.ly/rulescraft

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Page 1: Game Design: from rules to craft

Game Design:

From Rules To

Craft Pietro Polsinelli

@ppolsinelli

These slides:

http://bit.ly/rulescraft

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Transformation 1/3

Games for

Social Impact

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Friday, November 28, 2014

… 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 Europe

Mission. 3

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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 ...

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Collateral story gets in the way of play.

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Designing Games for Social

Impact

RE-DESIGN

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Inspired by ...

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Represent notions with characters

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Inspired by Dumb Ways To Die. Specific mechanics.

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Universe made of simple atoms

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

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Build up of awareness defines the game mechanics.

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Game loop: shit happens.

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Deal with it and keep your universe together.

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Designing Games

for Social Impact

TIPS

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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.

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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.

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Complexity trains strategic thinking.

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Distinction between input output randomness &

unpredictability: from Randomness and Game Design

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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.

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Keep a good state in the loop AND

supply an evolving story line.

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Stories get deadly in loops.

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If Games Were Like Game Stories...

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From Nick Case If Games Were Like Game Stories...

Games don’t’ branch, they evolve.

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Even branching games do not have branching at their core.

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Interact early with concept art.

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Black and white games: “get ready for

fight or flight”

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What I say here is based on anecdotal evidence

from working experience, no data no lab.

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Applied games

definition and

theory

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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.

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Self referential / Referring games

Both may be good or bad.

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You will need full game design skils – and more - to

create good games that teach something.

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Shortcuts …

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Working in applied games is particularly complex /

interesting because you are working in between systems.

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Motivational theory?

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

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This War of Mine

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Each game is played because of a motivational framework

defined by… the game itself.

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Transformation 2/6

Games for

Health

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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. 48

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Designing Games for Health

RE-DESIGN

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Friday, November 28, 2014

Category, competition,

avatar, war, reward, levels

Vs.

Inclusive, mentor, path,

story, transformation

A language change. 50

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Ian Bogost: gamification is bullshit.

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Redesigned by including negative feedback, turning avatar to mentor,

building an AI.

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Designing Games for Health

TIPS

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Distinguish (and then merge) projective

experiences and couching.

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Genre and inclusiveness.

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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.

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Transformation 3/6

Games for

Change

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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

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Friday, November 28, 2014

Dystopic future, like in The Curfew. “Lacking food

water oil”, daily life has to change. 64

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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

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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?

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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/ppolsi

nelli

A blog on game design

http://designagame.eu