Download - Game Design Talk
What
is
Game Design?
A Two Fold Problem:
Interface Fun
The Masochist Teapot
The Interface Issue
Feedback!!!
Look at Nintendo and
Valve products.
Use graphical effects
and sound to form better
player understanding.
Blood
It doesn’t scale over distance.
Deliberately moves outside
thee silhouette
The Spy Mask
Various solutions
Icon over the head
The face mask
TF2 Examples
The Visual Language
Affordance
How games
actually speak
to us.
What is
‘possible’.
The Visual Language
The Visual Language
Obvious In Hindsight
But that’s too late!
Subjective
Everybody’s got an
opinion.
Raph Koster’s
Theory of Fun
About Learning
The Problem of ‘Fun’
What Is A Game?
It has ‘rules’
A game is played, but you can
play without playing a game.
It has a ‘Quantifiable Outcome’
The Magic Circle
Goals & Rewards
Goals
The motivate for the player.
Doesn’t have to be the end result of the game.
Isn’t always explicit
Rewards
Ceremonies
Meaningful Items to Show-off
Achievements
Different Player Types
Understand there isn’t one
‘perfect user’
Richard Bartle’s MUD Player Model
Achiever
Explorer
Socialiser
Killer
Girl Gamers?
Play Testing!
The Boring Truth
Techniques that Miyamoto used
Value Too!
The Only Real Way to Tell
The Future of Game Design
Casual ‘Learning’ Games
‘Wii Fit’ and ‘Cooking Guide’.
More Analogue Expressions
Little Big Planet
Game Rules As Art
The Marriage
Braid
Casual Learning Games
More Expressive Input
Game Rules As Expression
Expresses
Married Life
Through
Games Rules
and
structure.
Reverse time mechanic
supports narrative.
A Theory of Fun
For Game Design
Some Further Reading
Rules of Play
Game Design Fundamentals
The Design of
Everyday Things