ltms 531 week 2: play, flow, fun, platforms and pitch

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LTMS 531: Designing Games & Simulations Class 2

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This course focuses on applying game and simulation design strategies to increase context, motivation, engagement and learning outcomes. Character development, narrative, user interface, game play, game balancing, principles of level design and feedback in games and simulations will be applied as students design a game or simulation to achieve a learning goal. The differences and similarities between game and simulation concepts, genres and worlds will be examined as will game and simulation intricacies for specific groups and game production and management.

TRANSCRIPT

Page 1: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

LTMS 531: Designing

Games & Simulations Class 2

Page 2: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Review

Setting Expectations &

Establishing the Foundation

• Course Information

• Simulations vs. Games

• Serious Games vs.

Entertainment Games

• Instructional Design &

Game Design

Page 3: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

1. What were some of the player elements clearly present in the game you played and the game you found?

2. How were those player elements

represented and how effectively were they represented?

Page 4: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

1. Which player type are you?

2. Were you surprised with the results and why?

Page 5: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Player Types A

chie

vers

• prefer to gain "points," levels, equipment and other concrete measurements

• go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.

Exp

lore

rs

• players who prefer discovering areas, creating maps and learning about hidden places

• feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace.

• find joy in discovering an unknown glitch or a hidden easter egg.

Soci

aliz

ers • gain the most

enjoyment by interacting with other players, and on some occasions, computer-controlled characters with personality

• The game is merely a tool they use to meet others in-game or outside of it

Kill

ers • thrive on

competition with other players, and prefer fighting them to scripted computer-controlled opponents

Page 6: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Player Stats

Bartle

Number of Times Taken

796, 576 Most Common Result

Explorer Most Unique Results

Socializer

ESA Average age

30 Gender

55% Male; 45% Female Multiplayer

62% play games with others

Page 7: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Chapter

Page 8: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Designing for Engagement Fun Theory

Page 9: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch
Page 10: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Flow Theory

Mihály Csíkszentmihályi (pronounced chick-sent-me-high-ee)

Page 11: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Flow: Tense and release

Page 12: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Flow Theory

Page 13: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Platforms & Environments

• Analog

–Tabletop

–Physical

• Digital

–Arcade/café

–Console

–Computer

–Online

–Handheld

Page 14: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Serious Game Design Document

Page 15: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

Serious Game/Simulation Pitch

Page 16: LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

LTMS 531: Designing

Games & Simulations

1. Create your game pitch