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Designing a Good Game.  Team project  Game critiques  Change in paper assignments  Designing a good game.

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Presentation on theme: "Designing a Good Game.  Team project  Game critiques  Change in paper assignments  Designing a good game."— Presentation transcript:

1 Designing a Good Game

2  Team project  Game critiques  Change in paper assignments  Designing a good game

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4  games with a serious purpose beyond entertainment  built for serious purpose  used for serious purpose

5  Education  Training  Social change  Health education  Pain control  Rehabilitation  Business  Art

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7  Play “work consists of whatever a body is obliged to do, and … play consists of whatever a body is not obliged to do.” Adventures of Tom Sawyer  Pretend The Magic Circle (Huizinga)  Goal Challenges Win, Loss, Termination  Rules Meanings, gameplay, sequence of play, goals, metarules

8 PLAY GOAL RULES

9  What’s the difference?  Games: restrictive rules, limit-testing strategies  Toys: fantasy and free play.  Children  captivated by versatility of toys  Adults  lose interest in toys  Create games around toys  tactics, strategies, results (Schiesel 2008)

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11  Gameplay  Storytelling  Aesthetics  Novelty  Learning  Immersion  Socializing

12  Challenges Challenges  Risk/rewards  Creative expressive play  Actions  Fairness  Symmetry  Competition/cooperation

13  Reach emotion, not just adrenaline  Key in all well-crafted entertainment  More specifically  Add to entertainment value  Wider audience  Keep interest  Marketing

14  Are these the first interactive stories?  NO. Audience participation!  What does the player want?  New experience  New place  New person  New activity  Recommendation: learn good storytelling rules

15 GENRECONSIDERATIONS  Arcade games  Strategy games  First person shooter  RPG, adventure  Length  Characters  Realism  Emotional richness

16  Style and skill, not beauty  Harmony  coherence and consistency  Harmony isn’t something that you can fake. … It’s a sensual, intuitive experience. It’s something you feel. … it doesn’t come from design committees,,, And it never happens by accident or by luck. … Games with harmony emerge from a fundamental note of clear intention. Brian Moriarty


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