game design workshop for seeds at the university of miami
TRANSCRIPT
with Clay Ewing and Lien Tran
Designing non-digital games is a great way
to learn about systems
Designing digital games isn’t much
different, there is just a lot more pieces to
worry about
Objects
Attributes
Relationships
Environment
Objects
Attributes
Relationships
Environment
Objects
Attributes
Relationships
Environment
Objects
Attributes
Relationships
Environment
Objects
Attributes
Relationships
Environment
What’s up with golf?
We abide by artificial rules
Subject ourselves to constraints
Suspend our disbelief
Usually, because it’s fun
Let’s play a game, it’s called “HIGHEST
NUMBER”
Choices are ambiguous
Immediate rewards vs. delayed
gratification
Actions have consequences
Mechanics• What you do in the game: shooting, building,
running, jumping, bidding, etc.
Dynamics• Sets of mechanics that build the core gameplay:
territorial acquisition, survival, collection, trading, etc.
Agency• The ability for a player to make a choice
Intrinsic Reward• Intangible. A sense of achievement. For the love
of the game.
Extrinsic Reward• Tangible. If you play my game I’ll give you candy
Positive Feedback Loop• Hooray! Have a power up!
• Destablizing
Negative Feedback Loop• Die! Lose a turn!
• Stabilizing
Split into groups
Take a dataset/infographic
Figure out a game mechanic that could be
used to explain this data
You have 10 minutes
Using your selected mechanic, create a
game
You can use all of our fun prototyping
objects
You have 30 minutes
Split your group in half
One half should migrate to another split
group
Playtest your games within these groups