triadic game design by casper harteveld
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This is my book presentation of "Triadic Game Design: Balancing Reality, Meaning and Play", published by Springer in 2011 (for more information, see http://triadicgamedesign.com). In this presentation I describe my journey into the worlds of games and how this led me to write this book. I compare my journey to the one by Charles Darwin (although by far not of the same scientific magnitude of course). Like him, I obsersed what happened and tried to reflect what this meant. A big difference between his and my journey is that my journey took place virtually (represented by the screenshot of Ship Simulator). An important part of the journey was to design a game eventually called Levee Patroller. Levee patrollers are people who inspect levees, barriers that protect the land from flooding, in the Netherlands. During my journey I saw many perspectives in the world of games and while designing I encountered these many perspectives continuously. After reflecting what happened I established a design philosophy called "Triadic Game Design".TRANSCRIPT

It takes two to tango, but it
takes three to design a
meaningful game.
Book presentation Casper Harteveld




Get your stuff!
And go back in time!

August 2005





Igor MayerTU Delft
Jos MaccabianiGeoDelft / Deltares

Assignment:Develop a game to
train levee patrollers

Casper about
8 years old
Casper (expected) about 35 years old

Standing on the
shoulders of Giants
A history pop up screen
LEVEL 0



191019
84


Serious gamesAdvergame
s
Persuasive games
Meaningful games
Simulators
Gaming simulations
Immersive learning
environments
Edutainment
Epistemic games
Edugaming
Sims
Practiceware
Games with a purpose

Computer scientist
Experimenter Sociologist
And more
What do you feel when playing? What do
games mean for society?
System.out.println(“better game technology”)
PhilosopherWhat is a
game?

Gathering information
Many perspectives
LEVEL 1

And more

And more

Cognitivism
Humanism
Constructivism
Behaviorism
Socio-culturalism
Constructionism
Socio-constructivism

Edward Thorndike
Lev Vygotsky
Ivan Pavlov
Jean Piaget
B.F. Skinner
Albert Bandura
Noam Chomsky
John Dewey
David KolbAnd more

Client A
Client B Client DLimited responsibilities
We speak of X and Y.
We want a focus on
communication!
Client CFailure X
needs to be included!
Rivers, rivers, rivers!!!
Client E

Casper, it works like
this.
Casper, it works like this.
Casper, it works
like this. Casper, it works like
this.

We need sheep!
It needs to be fun, like Super
Mario!
I need a gun no matter what!
We need this feature from
game X.
How about some music?
Yeah yeah yeah…

Creating the game
Dealing with dilemmas
LEVEL 2






Usability tension
VS.
Winner!
Yes, but I am EVERYWHERE.
I am more user friendly.
I require less parallel
processing.
And I am not so
cluttered.
Yes yes, but I am EVERYWHERE.

Uncertainty tensionIn reality you
also don’t know.
Hmm, yes, and uncertainy creates
excitement!
But you have to have clear goals!
Winner!

Scope tension
Not interesting!
Critical!
Well…not sure about transfer.


DelftOctober 2006

Understanding what
happened – part I
Three worlds
LEVEL 3


World nr. 1: Reality


World nr. 2: Meaning

Cognitivism
Humanism
Behaviorism
Socio-culturalism
Constructionism
ConstructivismSocio-
constructivism

World nr. 3: Play


Understanding what
happened – part II
Balancing
LEVEL 4


Usability
UncertaintyScope


Understanding what
happened – part III
Concurrent design
LEVEL 5

Complex system


Procedural approach
Duke and*Geurts, 2004

It takes two to tango, but it
takes three to design a
meaningful game.
End level

2. Balancing 3. Concurrent
Design
1. Three worlds

THANK YOU!
Rens van den Bergh, Arne Bezuijen, Rui Guimaraes, Micheline Hounjet, Almar Joling, Jos Maccabiani, Raymond van der Meij, Arjan Peters, Monique Sanders, Matthijs Schaap, Sander Smit, Tom Thé, Marco Tolman, Bas Wenneker, Maarten Wesselius, and Maarten van Zomeren.

Game Over?!http://triadicgamedesign.com