SlideShare une entreprise Scribd logo
1  sur  71
Télécharger pour lire hors ligne
SLIDES: Allen, Christopher
(2014, May 19). “Brainstorming
through Game Creation”. Life
With Alacrity. Retrieved May
19, 2014, from http://
www.LifeWithAlacrity.com
Brainstorming
through Game
Creation
ABSTRACT: “Creating a game
together is a great tool for teams to
establish a shared language and to
discover aspects of collective
experience that can foster
innovation. The reason is that games
can be defined as “A Playful Journey
to Success” — the processes of
innovation, entrepreneurship and
education are all also Journeys to
Success. Thus by designing a game,
we are modeling future successful
journeys for ourselves.”
Created by Christopher Allen, ChristopherA@LIfeWithAlacrity.com. Published in blog Life With Alacrity. Text
and design ©2014 Christopher Allen and is licensed CC-BY-SA. Individual images are from The Noun
Project, are © their respective owners and are licensed under CC license.
Brainstorming through…
2
What is a
Today, as part of our brainstorming exercise, each of our teams will be creating a game. Creating these
games will give us a shared language about our different experiences, and will inspire us to discover aspects
of our collective that we might have otherwise missed.
Creating a Game
3
What is a
So to start — What, exactly, is a Game?
What is a Game?
4
What is a
So to start — What, exactly, is a Game?
What is a Game?
5
Game
Game
There are many excellent definitions, written by philosophers, game historians, game designers, and scholars
of “Ludology” — the study of games.
Game
6
Game
There are many excellent definitions, written by philosophers, game historians, game designers, and scholars
of “Ludology” — the study of games.
Game
7
Game
A game is a
voluntary effort to
overcome
unnecessary
obstacles.
— Bernard Suits, in The Grasshopper:
Games, Life, and Utopia (1990)
A game is an activity among two or
more independent decision-makers
seeking to achieve their objectives in
some limiting context.
— Clark Abt, in Serious Games (1970)
A game is a system in which
players engage in an artificial
conflict, defined by rules, that
results in a quantifiable outcome.
— Kalen, Zimmerman in
The Rules of Play (2004)
A formal game has a twofold structure based on
ends and means; Ends: it is a contest to achieve an
objective. Means: it has an agreed set of equipment
and of procedural ‘rules’
— David Parlett, in The Oxford History of Board Games (1999)
However, my personal definition is quite simple: A Game is “A Playful Journey to Success”
So why do I prefer this definition?
Game
8
Game
However, my personal definition is quite simple: A Game is “A Playful Journey to Success”
So why do I prefer this definition?
A Playful Journey to Success!
Game
9
One reason is that I use this definition is that it distills the essence of what is a game down to three key
qualities — that games are Playful, that they embody a Journey, and at their end you have a feeling of
Success.
A Playful Journey to Success!
Game
10
Playful Journey Success
Also important to me, are the words that this definition leaves out.
A Playful Journey to Success!
Game
11
In this definition I use the word Playful rather than Play. Though games may be full of play, they are not solely
about play. They are much more.
A Playful Journey to Success!
Game
12
Playful
Play
Part of this is because games are not always fun — all games will have some form of fun, but typically some
portion of the play experience must challenge you, thus you will experience difficultly and frustration. Which is
not fun, but overcoming those challenges can be.
A Playful Journey to Success!
Game
13
Playful
Fun
Another missing word — Competition. Though competition is often important part of a game, the Journey
does not necessarily require players to compete with each other. Instead they may compete with
themselves, or against the board.
A Playful Journey to Success!
Game
14
Journey
Competition
Similarly do games don’t have to be fundamentally about conflict — there are many great games that are
about cooperation.
A Playful Journey to Success!
Game
15
Journey
Conflict
Finally, this definition avoids the word Win. Win implies that someone else looses. Winning can be an
important part of a game, but I prefer to use Success. In the best games, those who do not win still enjoy
and gain value from their play, so also share in the Success.
A Playful Journey to Success!
Game
16
Success
Win
So why in this exercise are we using the design of a game as a metaphor?
A Playful Journey to Success!
Game
17
A Playful Journey to Success!
The reason is that education, the process of innovation, and entrepreneurship are all also Journeys to
Success. Journeys have a path, they have obstacles, and at their end is some measure of success. So by
designing a game, we are modeling the process of success itself.
Game
18
SuccessJourney
For the next half-hour, you will hear some stories about the Journeys. Take notes.
A Playful Journey to Success!
Game
19
SuccessJourneyPlayful
In particular listen for anything that you can use in your game design that fit into the categories of the
Playfulness, the Journey or the Success.
A Playful Journey to Success!
Game
20
SuccessJourneyPlayful
Journey
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Playful Success
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
After listening to these Journeys, we will be asking you begin the process of of brainstorming about how to
create a game. We are not asking you to create a great game — again, our goal is simulate the Journey in
the form of game to see what we learn.
A Playful Journey to Success!
Game
21
Transcript
22
Breakout:
Stories of Journeys to Success
Creating a Game
23
What is a
To recap, games are a Playful Journey to Success. Here are some things to think about in regards to these
three aspects of game design.
A Playful Journey to Success!
Game
24
To recap, games are a Playful Journey to Success. Here are some things to think about in regards to these
three aspects of game design.
A Playful Journey to Success!
Game
25
Playful Journey Success
PlayfulA Playful Journey to Success!
Let’s dive into the nature of of what it means to be Playful:
Playful
26
There are many kinds of Play. Some elements of play in games are Discovery and Creativity, Collecting Sets,
Problem Solving, Achieving Goals, and many more.
There are many kinds of play
Play
27
Discovery /
Creativity
Collecting
Sets
Problem
Solving
Achieving
Goals
Play
Transcript
28
Question:
What aspects of Play do you enjoy?
Discovery /
Creativity
Collecting
Sets
Problem
Solving
Achieving
Goals
Transcript
29
Question:
What do you find Playful?
PlayfulA Playful Journey to Success!
Here are some things you should be thinking about when describing a Journey..
Journey
30
Journey
Journey’s have a path. It can be single path, like a racetrack. Or a Journey can diverge from a single starting
point into multiple paths. Or you can start from many different places and converge on a single goal. Path’s
can also be very non-linear and chaotic.
Journeys have paths
Journey
31
Single Path
(racetrack)
Multiple Paths
(branching tree)
Non-Linear
Rooted Paths
(upside-down tree)
Journeys have obstacles
Journey’s also have Obstacles. They can be as simple as requiring one thing to be done after another, or
require a decision to be made. Other obstacles can be randomness, rules, or time.
Journey
32
Order Decisions
1
2
3
4 1
2
3a
3b
4a
4b
Randomness Rules Time
Journey’s have constraints. You have a limit to how far the Journey is, and how much time you can spend
traveling.
Journeys have constraints
Journey
33
Space Time
JourneyJourney
Similarly, Journey’s have a scale. Are about a single company, a city, or a whole country? Does your journey
take hours, days or weeks?
Journeys have scale
34
Space Time
Journey
Our Journey’s lead to Success, but what is the nature of Success?
A Playful Journey to Success!
Success
35
Success
Success
Who wins?
36
Individual Team Society
First, who wins? Is an individual person, a team of people, or society as a whole?
How do you define success?
Success
37
Learning
Perform
Skill
Make
Decision
Create
Next, how do you define success? Are you demonstrating that you’ve learned to perform a skill, or how
make a decision, or the ability to create something?
How do you define success?
Success
38
Learning
Perform
Skill
Make
Decision
Create
Metric
Score/
Statistic
Money Vote
Or is it some form of Metric, such as overcoming some score, statistic, or collect money, or winning a vote?
How do you define success?
Success
39
Improvement
Personal
Overcome Rival
Aesthetic Social
Learning
Perform
Skill
Make
Decision
Create
Metric
Score/
Statistic
Money Vote
Success can also be very personal. You can feel that you’ve created something beautiful, that you have
accomplished an improvement, or overcome a rival. And success can just be that you had a good time with
your fellows.
In our next Breakout, talk about the Journeys that were shared previously. What are elements of that might
be considered Playful?
A Playful Journey to Success!
Game
40
SuccessJourneyPlayful
Playful
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
What kind of the paths and obstacles occurred during that Journey? What is the nature of Journey’s
constraints in space and time, and what was the scale?
A Playful Journey to Success!
Game
41
SuccessJourneyPlayful
Journey
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Playful
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Who wins? How would you describe the elements of Success?
A Playful Journey to Success!
Game
42
SuccessJourneyPlayful
Journey
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Playful Success
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Break Out:
The elements of each Playful Journey to Success
43
Kinds of
Play
Nature of
the Paths
Obstacles
Constraints
& Scale
Who
Wins
Nature
of Success
So after listening these Journey’s, and sharing your thoughts on the nature of these journeys, our next goal
for is to begin to create a game.
A Playful Journey to Success!
Game
44
A Playful Journey to Success!
You should have some notes about journeys to success that were shared earlier. Similarly you should have
some notes about the kinds of play, the elements of the journey, and the nature of success.
Game
45
Journey
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Playful Success
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
Neque porro quisquam
est qui dolorem ipsum
quia dolor sit amet,
consectetur, adipisci velit
You just focused on these aspects of your Journeys. Which was the most interesting? Don’t start on the
mechanics of your game yet — instead, simply choose what kind of journey you’d like to create a game
around. Later we’ll help you brainstorm the game mechanics required to support the goals of your game.
A Playful Journey to Success!
Game
46
Kinds of
Play
Nature of
the Paths
Obstacles
Constraints
& Scale
Who
Wins
Nature
of Success
Transcript
47
Break Out:
Choose one Playful Journey to Success to Design
Kinds of
Play
Nature of
the Paths
Obstacles
Constraints
& Scale
Who
Wins
Nature
of Success
Now that you’ve defined the broad goals of a game, I’d like to share with you some ideas about game
mechanics that can support your goals. You don’t need to understand these mechanics, but you may
connect these ideas to games you’ve played in the past, and thus find them useful for your designs.
A Playful Journey to Success!
Game
48
Games are often made up of
sequences of mini-games
Mini-games
49
First, many games are made up of sequences of mini-games If your game is too simple, create mini-games
inside it. Or, if you feel your game may be too complex, focus on a mini-game within your larger game.
An early decision that you need to make is the nature of competition. There is a continuum from competing
with only yourself, to competing against someone else, to the true cooperative game.
Not all games need to be
about competition
Player Interaction
50
Solitaire Competition Cooperative
There is actually many more choices here. Between solitaire and competition is ranked solitaire where you
compete only by score. Competition can include parters or teams. And you can have games where there is
one vs many, like a secret traitor you have in the game Werewolf.
There are many choices
Player Interaction
51
Solitaire
Individual Ranked
Competition Cooperative
Partners / Teams
One vs. Many
/ Secret Traitor
Journeys have guideposts
Game Components
Journeys have guideposts. In games, we call these game components.
Guideposts
52
Game ComponentsGame Components
There are four basic categories of game components. There is the game environment, the are the tokens,
the markers, and the randomizers.
There are four categories
53
Tokens
(Pawns)
Markers
(Scores)
Environments
(Boards)
Randomizers
(Dice & Cards)
Games are played in a context. This is the game environment. For instance, a game can be played entirely in
the hand, or on a table, or on a device such as computer.
Games are played in a context
Environments
54
In the Hand
(Cards)
On the Table
(Boards)
On the Computer
(Virtual Reality)
However, for our purposes today we are going to be focused on the mechanics of tabletop board games.
However, free to create a card game if you prefer.
Games are played in a context
Environments
55
On the Table
(Boards)
There are two kinds of boards. There are those that are the same every time the game is played, but in
some games boards are dynamic and thus are different for each play.
Kinds of Boards
56
Static Dynamic
Dynamic boards have two sub-types — in the first the board is constructed before the game starts, the
other board evolves as the game progresses.
Dynamic Boards
57
Constructed
Before Game
Evolves
During Game
What you can do with a board?
So what can you do with a board? You can mark territory, as you have in simple games like tic-tac-toe or
complex games like Risk or Go.
Kinds of Boards
58
Mark
Territory
What you can do with a board?
The board can also be used to signify projections of force, like chess.
Kinds of Boards
59
Mark
Territory
Projections
of Force
What you can do with a board?
A board can define a racetrack, such as the Game of Life.
Kinds of Boards
60
Mark
Territory
Define the
Racetrack
Projections
of Force
What you can do with a board?
Or a board can display the score markers of the players as they proceed along their journey.
Kinds of Boards
61
Mark
Territory
Define the
Racetrack
Display
Scores
Projections
of Force
Boards have tokens on them. These tokens can be pawns that represent the players and their opponents,
or they can be flags that show ownership or control of territory. Many games have shared tokens that all
players may use during their turn.
Tokens are dynamic—they
move, or may enter or exit play
Tokens (Pawns & Flags)
62
Player
Avatar
Enemy
Avatar
Control
Territory
Shared
Token
Markers are representative for
a score, value or state
Markers (Scores & Quantities)
63
Money Resources Tools Powers Rules Change
Beyond tokens, boards have markers on them that most typically are used to represent a score, such as
money. However, these markers may represent quantities of resources, tools, and powers that the players
can use. Or they can signify a rules change has occurred.
All games have some source of
randomness
Randomizers
64
Player’s
Choices
All games have some source of randomness. These may come purely from each players choices, such as
with Rock Paper Scissors
All games have some source of
randomness
Randomizers
65
Player
Skill
Player’s
Choices
Or the randomness can come from the differences in players skill or strategies.
All games have some source of
randomness
Randomizers
66
True
Random
Player
Skill
Player’s
Choices
But there is also true randomness such as dice…
All games have some source of
randomness
Randomizers
67
Arbitrary
(less random over time)
True
Random
Player
Skill
Player’s
Choices
…or forms of randomness that become less random over time such as a deck of cards. With a fresh deck
you can’t predict which card will be drawn next, but as the deck runs out it becomes more predictable.
So for the next breakout, think about the the nature of cooperation vs competition in your game. Decide on
the kind of board you wish to use, what do territories on the board represent, and the nature of tokens and
markers required for your game.
A Playful Journey to Success!
Game
68
Cooperation vs.
Competition
Kind of
Board
Tokens &
Markers
Board
Territories
Break Out:
Design a Playful Journey to Success!
69
Cooperation vs.
Competition
Kind of
Board
Tokens &
Markers
Board
Territories
Transcript
70
Report Out:
Share Your Games!
Transcript
71
Discussion:
What did you discover about
Successful Journeys
by creating a Game together?

Contenu connexe

Tendances

gamification for beginners?
gamification for beginners?gamification for beginners?
gamification for beginners?
Rob Jewitt
 
Four Keys To Fun BayCHI Slides 100n081109
Four Keys To Fun BayCHI Slides 100n081109Four Keys To Fun BayCHI Slides 100n081109
Four Keys To Fun BayCHI Slides 100n081109
Nicole Lazzaro
 
Semlsprograms+Corecollections92007
Semlsprograms+Corecollections92007Semlsprograms+Corecollections92007
Semlsprograms+Corecollections92007
Beth Gallaway
 
Shaffer Distributing Company - IAAPA Review 2016
Shaffer Distributing Company - IAAPA Review 2016 Shaffer Distributing Company - IAAPA Review 2016
Shaffer Distributing Company - IAAPA Review 2016
priamin527
 

Tendances (20)

Game Design Fundamentals
Game Design FundamentalsGame Design Fundamentals
Game Design Fundamentals
 
Fake
FakeFake
Fake
 
gamification for beginners?
gamification for beginners?gamification for beginners?
gamification for beginners?
 
Four Keys To Fun BayCHI Slides 100n081109
Four Keys To Fun BayCHI Slides 100n081109Four Keys To Fun BayCHI Slides 100n081109
Four Keys To Fun BayCHI Slides 100n081109
 
"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland
 
Gamification wke 2015
Gamification wke 2015Gamification wke 2015
Gamification wke 2015
 
Level design and devlopment part 2 stories and narrative
Level design and devlopment part 2  stories and narrativeLevel design and devlopment part 2  stories and narrative
Level design and devlopment part 2 stories and narrative
 
Semlsprograms+Corecollections92007
Semlsprograms+Corecollections92007Semlsprograms+Corecollections92007
Semlsprograms+Corecollections92007
 
Jumangi 3: Space Exploration || NASA Space Apps Alexandria
Jumangi 3: Space Exploration || NASA Space Apps AlexandriaJumangi 3: Space Exploration || NASA Space Apps Alexandria
Jumangi 3: Space Exploration || NASA Space Apps Alexandria
 
Engaging Your Advertising With Gamification
Engaging Your Advertising With GamificationEngaging Your Advertising With Gamification
Engaging Your Advertising With Gamification
 
Jumangi 3: Space Exploration || NASA Space Apps Alexandria
Jumangi 3: Space Exploration || NASA Space Apps AlexandriaJumangi 3: Space Exploration || NASA Space Apps Alexandria
Jumangi 3: Space Exploration || NASA Space Apps Alexandria
 
Jumangi 3: Space Exploration || NASA Space Apps Alexandria
Jumangi 3: Space Exploration || NASA Space Apps AlexandriaJumangi 3: Space Exploration || NASA Space Apps Alexandria
Jumangi 3: Space Exploration || NASA Space Apps Alexandria
 
Formal Game Elements - Players
Formal Game Elements - PlayersFormal Game Elements - Players
Formal Game Elements - Players
 
Game Studies Download 2009 - Top 10 Research Findings
Game Studies Download 2009 - Top 10 Research FindingsGame Studies Download 2009 - Top 10 Research Findings
Game Studies Download 2009 - Top 10 Research Findings
 
Game balance part 1
Game balance part 1Game balance part 1
Game balance part 1
 
Ace Usability Slides Avoid Kobayashi Maru: 10 XEODesign Secrets
Ace Usability Slides Avoid Kobayashi Maru: 10 XEODesign SecretsAce Usability Slides Avoid Kobayashi Maru: 10 XEODesign Secrets
Ace Usability Slides Avoid Kobayashi Maru: 10 XEODesign Secrets
 
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311
The 4 Most Important Emotions for Social Games, Nicole Lazzaro 100311
 
How #GameThinking is Changing Brands?
How #GameThinking is Changing Brands?How #GameThinking is Changing Brands?
How #GameThinking is Changing Brands?
 
Shaffer Distributing Company - IAAPA Review 2016
Shaffer Distributing Company - IAAPA Review 2016 Shaffer Distributing Company - IAAPA Review 2016
Shaffer Distributing Company - IAAPA Review 2016
 
Case Study
Case StudyCase Study
Case Study
 

Similaire à Brainstorming by Creating a Game

Cooperative Games For Social Change
Cooperative Games For Social ChangeCooperative Games For Social Change
Cooperative Games For Social Change
Fernanda
 
Smart Gamification GDC2011
Smart Gamification GDC2011Smart Gamification GDC2011
Smart Gamification GDC2011
Amy Jo Kim
 
Final Major Project Task 2
Final Major Project Task 2Final Major Project Task 2
Final Major Project Task 2
munroAnimations
 
Game Review: Sweatshop
Game Review: SweatshopGame Review: Sweatshop
Game Review: Sweatshop
bretsw
 

Similaire à Brainstorming by Creating a Game (20)

Primer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge GuruPrimer on Play: Case Study for Knowledge Guru
Primer on Play: Case Study for Knowledge Guru
 
Cooperative Games For Social Change
Cooperative Games For Social ChangeCooperative Games For Social Change
Cooperative Games For Social Change
 
Games Guide
Games GuideGames Guide
Games Guide
 
A Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and ResultsA Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and Results
 
Fundamental of game design part 2
Fundamental of game design part 2Fundamental of game design part 2
Fundamental of game design part 2
 
Play to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get ResultsPlay to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get Results
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?
 
ATD 2017 Play Games to Learn Game Design
ATD 2017 Play Games to Learn Game DesignATD 2017 Play Games to Learn Game Design
ATD 2017 Play Games to Learn Game Design
 
Games for Health 2014 design tutorial
Games for Health 2014 design tutorialGames for Health 2014 design tutorial
Games for Health 2014 design tutorial
 
Aft713 fundamental of game design 1.2
Aft713 fundamental of game design 1.2Aft713 fundamental of game design 1.2
Aft713 fundamental of game design 1.2
 
How Slack, Kickstarter & Duolingo used Game Thinking to create a breakout hit
How Slack, Kickstarter & Duolingo used Game Thinking to create a breakout hitHow Slack, Kickstarter & Duolingo used Game Thinking to create a breakout hit
How Slack, Kickstarter & Duolingo used Game Thinking to create a breakout hit
 
Designing A Casual MMO
Designing A Casual MMODesigning A Casual MMO
Designing A Casual MMO
 
Board game work shop design fun-2014
Board game work shop design fun-2014Board game work shop design fun-2014
Board game work shop design fun-2014
 
intro_to_strategy_games.ppt
intro_to_strategy_games.pptintro_to_strategy_games.ppt
intro_to_strategy_games.ppt
 
Smart Gamification GDC2011
Smart Gamification GDC2011Smart Gamification GDC2011
Smart Gamification GDC2011
 
Games Concepts
Games ConceptsGames Concepts
Games Concepts
 
How to Deliver Low Tech Gamification with Game the System™
How to Deliver Low Tech Gamification with Game the System™How to Deliver Low Tech Gamification with Game the System™
How to Deliver Low Tech Gamification with Game the System™
 
Final Major Project Task 2
Final Major Project Task 2Final Major Project Task 2
Final Major Project Task 2
 
More Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design ThinkingMore Than Points: Architecting Engagement Through Game Design Thinking
More Than Points: Architecting Engagement Through Game Design Thinking
 
Game Review: Sweatshop
Game Review: SweatshopGame Review: Sweatshop
Game Review: Sweatshop
 

Plus de Christopher Allen

Fair Use & Copyright (Excerpt from Summer A/V Workshop)
Fair Use & Copyright (Excerpt from Summer A/V Workshop)Fair Use & Copyright (Excerpt from Summer A/V Workshop)
Fair Use & Copyright (Excerpt from Summer A/V Workshop)
Christopher Allen
 

Plus de Christopher Allen (20)

Smart Signatures—Experiments in Authentication (Stanford BPASE 2018 final)
Smart Signatures—Experiments in Authentication (Stanford BPASE 2018 final)Smart Signatures—Experiments in Authentication (Stanford BPASE 2018 final)
Smart Signatures—Experiments in Authentication (Stanford BPASE 2018 final)
 
Collection of Economic Freedom Quotes (Curated by Christopher Allen)
Collection of Economic Freedom Quotes (Curated by Christopher Allen)Collection of Economic Freedom Quotes (Curated by Christopher Allen)
Collection of Economic Freedom Quotes (Curated by Christopher Allen)
 
Forging Self-Sovereign Identity in the Age of the Blockchain - Christopher Al...
Forging Self-Sovereign Identity in the Age of the Blockchain - Christopher Al...Forging Self-Sovereign Identity in the Age of the Blockchain - Christopher Al...
Forging Self-Sovereign Identity in the Age of the Blockchain - Christopher Al...
 
Identity of the Blockchain: Perils and Promise
Identity of the Blockchain: Perils and PromiseIdentity of the Blockchain: Perils and Promise
Identity of the Blockchain: Perils and Promise
 
My Hybrid Flipped Learning Environment
My Hybrid Flipped Learning EnvironmentMy Hybrid Flipped Learning Environment
My Hybrid Flipped Learning Environment
 
Bitcoin Keys, Addresses & Wallets
Bitcoin Keys, Addresses & WalletsBitcoin Keys, Addresses & Wallets
Bitcoin Keys, Addresses & Wallets
 
Bitcoin & the Blockchain—an Introduction
Bitcoin & the Blockchain—an IntroductionBitcoin & the Blockchain—an Introduction
Bitcoin & the Blockchain—an Introduction
 
The Proficiency Ladder
The Proficiency LadderThe Proficiency Ladder
The Proficiency Ladder
 
Discussion Activities with Moodle
Discussion Activities with MoodleDiscussion Activities with Moodle
Discussion Activities with Moodle
 
Cooperative gaming—tabletop lessons for online games
Cooperative gaming—tabletop lessons for online gamesCooperative gaming—tabletop lessons for online games
Cooperative gaming—tabletop lessons for online games
 
Interview with Markos Moulitsas Zúniga
Interview with Markos Moulitsas ZúnigaInterview with Markos Moulitsas Zúniga
Interview with Markos Moulitsas Zúniga
 
Memes & Memetics
Memes & MemeticsMemes & Memetics
Memes & Memetics
 
Designing Elluminate Sessions for Interactivity
Designing Elluminate Sessions for InteractivityDesigning Elluminate Sessions for Interactivity
Designing Elluminate Sessions for Interactivity
 
Raph Koster — The Core of Fun
Raph Koster — The Core of FunRaph Koster — The Core of Fun
Raph Koster — The Core of Fun
 
Ambient vs immersive
Ambient vs immersiveAmbient vs immersive
Ambient vs immersive
 
Ambient immersive
Ambient immersiveAmbient immersive
Ambient immersive
 
Fair Use & Copyright (Excerpt from Summer A/V Workshop)
Fair Use & Copyright (Excerpt from Summer A/V Workshop)Fair Use & Copyright (Excerpt from Summer A/V Workshop)
Fair Use & Copyright (Excerpt from Summer A/V Workshop)
 
Social Networking
Social NetworkingSocial Networking
Social Networking
 
Filtering BGIedu Channel posts
Filtering BGIedu Channel postsFiltering BGIedu Channel posts
Filtering BGIedu Channel posts
 
Personal Branding: Creating and Managing an Identity that Promotes Mission & ...
Personal Branding: Creating and Managing an Identity that Promotes Mission & ...Personal Branding: Creating and Managing an Identity that Promotes Mission & ...
Personal Branding: Creating and Managing an Identity that Promotes Mission & ...
 

Dernier

Dernier (20)

COMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptxCOMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
 
80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...
80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...
80 ĐỀ THI THỬ TUYỂN SINH TIẾNG ANH VÀO 10 SỞ GD – ĐT THÀNH PHỐ HỒ CHÍ MINH NĂ...
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Food safety_Challenges food safety laboratories_.pdf
Food safety_Challenges food safety laboratories_.pdfFood safety_Challenges food safety laboratories_.pdf
Food safety_Challenges food safety laboratories_.pdf
 
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptxHMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
 
Graduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - EnglishGraduate Outcomes Presentation Slides - English
Graduate Outcomes Presentation Slides - English
 
Micro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfMicro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdf
 
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
Sensory_Experience_and_Emotional_Resonance_in_Gabriel_Okaras_The_Piano_and_Th...
 
Wellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptxWellbeing inclusion and digital dystopias.pptx
Wellbeing inclusion and digital dystopias.pptx
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptxOn_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
On_Translating_a_Tamil_Poem_by_A_K_Ramanujan.pptx
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
 
Understanding Accommodations and Modifications
Understanding  Accommodations and ModificationsUnderstanding  Accommodations and Modifications
Understanding Accommodations and Modifications
 
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
 
Single or Multiple melodic lines structure
Single or Multiple melodic lines structureSingle or Multiple melodic lines structure
Single or Multiple melodic lines structure
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
NO1 Top Black Magic Specialist In Lahore Black magic In Pakistan Kala Ilam Ex...
 
REMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptxREMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptx
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17
 

Brainstorming by Creating a Game

  • 1. SLIDES: Allen, Christopher (2014, May 19). “Brainstorming through Game Creation”. Life With Alacrity. Retrieved May 19, 2014, from http:// www.LifeWithAlacrity.com Brainstorming through Game Creation ABSTRACT: “Creating a game together is a great tool for teams to establish a shared language and to discover aspects of collective experience that can foster innovation. The reason is that games can be defined as “A Playful Journey to Success” — the processes of innovation, entrepreneurship and education are all also Journeys to Success. Thus by designing a game, we are modeling future successful journeys for ourselves.”
  • 2. Created by Christopher Allen, ChristopherA@LIfeWithAlacrity.com. Published in blog Life With Alacrity. Text and design ©2014 Christopher Allen and is licensed CC-BY-SA. Individual images are from The Noun Project, are © their respective owners and are licensed under CC license. Brainstorming through… 2 What is a
  • 3. Today, as part of our brainstorming exercise, each of our teams will be creating a game. Creating these games will give us a shared language about our different experiences, and will inspire us to discover aspects of our collective that we might have otherwise missed. Creating a Game 3 What is a
  • 4. So to start — What, exactly, is a Game? What is a Game? 4 What is a
  • 5. So to start — What, exactly, is a Game? What is a Game? 5 Game Game
  • 6. There are many excellent definitions, written by philosophers, game historians, game designers, and scholars of “Ludology” — the study of games. Game 6 Game
  • 7. There are many excellent definitions, written by philosophers, game historians, game designers, and scholars of “Ludology” — the study of games. Game 7 Game A game is a voluntary effort to overcome unnecessary obstacles. — Bernard Suits, in The Grasshopper: Games, Life, and Utopia (1990) A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. — Clark Abt, in Serious Games (1970) A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. — Kalen, Zimmerman in The Rules of Play (2004) A formal game has a twofold structure based on ends and means; Ends: it is a contest to achieve an objective. Means: it has an agreed set of equipment and of procedural ‘rules’ — David Parlett, in The Oxford History of Board Games (1999)
  • 8. However, my personal definition is quite simple: A Game is “A Playful Journey to Success” So why do I prefer this definition? Game 8 Game
  • 9. However, my personal definition is quite simple: A Game is “A Playful Journey to Success” So why do I prefer this definition? A Playful Journey to Success! Game 9
  • 10. One reason is that I use this definition is that it distills the essence of what is a game down to three key qualities — that games are Playful, that they embody a Journey, and at their end you have a feeling of Success. A Playful Journey to Success! Game 10 Playful Journey Success
  • 11. Also important to me, are the words that this definition leaves out. A Playful Journey to Success! Game 11
  • 12. In this definition I use the word Playful rather than Play. Though games may be full of play, they are not solely about play. They are much more. A Playful Journey to Success! Game 12 Playful Play
  • 13. Part of this is because games are not always fun — all games will have some form of fun, but typically some portion of the play experience must challenge you, thus you will experience difficultly and frustration. Which is not fun, but overcoming those challenges can be. A Playful Journey to Success! Game 13 Playful Fun
  • 14. Another missing word — Competition. Though competition is often important part of a game, the Journey does not necessarily require players to compete with each other. Instead they may compete with themselves, or against the board. A Playful Journey to Success! Game 14 Journey Competition
  • 15. Similarly do games don’t have to be fundamentally about conflict — there are many great games that are about cooperation. A Playful Journey to Success! Game 15 Journey Conflict
  • 16. Finally, this definition avoids the word Win. Win implies that someone else looses. Winning can be an important part of a game, but I prefer to use Success. In the best games, those who do not win still enjoy and gain value from their play, so also share in the Success. A Playful Journey to Success! Game 16 Success Win
  • 17. So why in this exercise are we using the design of a game as a metaphor? A Playful Journey to Success! Game 17
  • 18. A Playful Journey to Success! The reason is that education, the process of innovation, and entrepreneurship are all also Journeys to Success. Journeys have a path, they have obstacles, and at their end is some measure of success. So by designing a game, we are modeling the process of success itself. Game 18 SuccessJourney
  • 19. For the next half-hour, you will hear some stories about the Journeys. Take notes. A Playful Journey to Success! Game 19 SuccessJourneyPlayful
  • 20. In particular listen for anything that you can use in your game design that fit into the categories of the Playfulness, the Journey or the Success. A Playful Journey to Success! Game 20 SuccessJourneyPlayful Journey Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit Playful Success Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit
  • 21. After listening to these Journeys, we will be asking you begin the process of of brainstorming about how to create a game. We are not asking you to create a great game — again, our goal is simulate the Journey in the form of game to see what we learn. A Playful Journey to Success! Game 21
  • 24. To recap, games are a Playful Journey to Success. Here are some things to think about in regards to these three aspects of game design. A Playful Journey to Success! Game 24
  • 25. To recap, games are a Playful Journey to Success. Here are some things to think about in regards to these three aspects of game design. A Playful Journey to Success! Game 25 Playful Journey Success
  • 26. PlayfulA Playful Journey to Success! Let’s dive into the nature of of what it means to be Playful: Playful 26
  • 27. There are many kinds of Play. Some elements of play in games are Discovery and Creativity, Collecting Sets, Problem Solving, Achieving Goals, and many more. There are many kinds of play Play 27 Discovery / Creativity Collecting Sets Problem Solving Achieving Goals Play
  • 28. Transcript 28 Question: What aspects of Play do you enjoy? Discovery / Creativity Collecting Sets Problem Solving Achieving Goals
  • 30. PlayfulA Playful Journey to Success! Here are some things you should be thinking about when describing a Journey.. Journey 30 Journey
  • 31. Journey’s have a path. It can be single path, like a racetrack. Or a Journey can diverge from a single starting point into multiple paths. Or you can start from many different places and converge on a single goal. Path’s can also be very non-linear and chaotic. Journeys have paths Journey 31 Single Path (racetrack) Multiple Paths (branching tree) Non-Linear Rooted Paths (upside-down tree)
  • 32. Journeys have obstacles Journey’s also have Obstacles. They can be as simple as requiring one thing to be done after another, or require a decision to be made. Other obstacles can be randomness, rules, or time. Journey 32 Order Decisions 1 2 3 4 1 2 3a 3b 4a 4b Randomness Rules Time
  • 33. Journey’s have constraints. You have a limit to how far the Journey is, and how much time you can spend traveling. Journeys have constraints Journey 33 Space Time
  • 34. JourneyJourney Similarly, Journey’s have a scale. Are about a single company, a city, or a whole country? Does your journey take hours, days or weeks? Journeys have scale 34 Space Time
  • 35. Journey Our Journey’s lead to Success, but what is the nature of Success? A Playful Journey to Success! Success 35 Success
  • 36. Success Who wins? 36 Individual Team Society First, who wins? Is an individual person, a team of people, or society as a whole?
  • 37. How do you define success? Success 37 Learning Perform Skill Make Decision Create Next, how do you define success? Are you demonstrating that you’ve learned to perform a skill, or how make a decision, or the ability to create something?
  • 38. How do you define success? Success 38 Learning Perform Skill Make Decision Create Metric Score/ Statistic Money Vote Or is it some form of Metric, such as overcoming some score, statistic, or collect money, or winning a vote?
  • 39. How do you define success? Success 39 Improvement Personal Overcome Rival Aesthetic Social Learning Perform Skill Make Decision Create Metric Score/ Statistic Money Vote Success can also be very personal. You can feel that you’ve created something beautiful, that you have accomplished an improvement, or overcome a rival. And success can just be that you had a good time with your fellows.
  • 40. In our next Breakout, talk about the Journeys that were shared previously. What are elements of that might be considered Playful? A Playful Journey to Success! Game 40 SuccessJourneyPlayful Playful Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit
  • 41. What kind of the paths and obstacles occurred during that Journey? What is the nature of Journey’s constraints in space and time, and what was the scale? A Playful Journey to Success! Game 41 SuccessJourneyPlayful Journey Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit Playful Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit
  • 42. Who wins? How would you describe the elements of Success? A Playful Journey to Success! Game 42 SuccessJourneyPlayful Journey Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit Playful Success Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit
  • 43. Break Out: The elements of each Playful Journey to Success 43 Kinds of Play Nature of the Paths Obstacles Constraints & Scale Who Wins Nature of Success
  • 44. So after listening these Journey’s, and sharing your thoughts on the nature of these journeys, our next goal for is to begin to create a game. A Playful Journey to Success! Game 44
  • 45. A Playful Journey to Success! You should have some notes about journeys to success that were shared earlier. Similarly you should have some notes about the kinds of play, the elements of the journey, and the nature of success. Game 45 Journey Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit Playful Success Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit Neque porro quisquam est qui dolorem ipsum quia dolor sit amet, consectetur, adipisci velit
  • 46. You just focused on these aspects of your Journeys. Which was the most interesting? Don’t start on the mechanics of your game yet — instead, simply choose what kind of journey you’d like to create a game around. Later we’ll help you brainstorm the game mechanics required to support the goals of your game. A Playful Journey to Success! Game 46 Kinds of Play Nature of the Paths Obstacles Constraints & Scale Who Wins Nature of Success
  • 47. Transcript 47 Break Out: Choose one Playful Journey to Success to Design Kinds of Play Nature of the Paths Obstacles Constraints & Scale Who Wins Nature of Success
  • 48. Now that you’ve defined the broad goals of a game, I’d like to share with you some ideas about game mechanics that can support your goals. You don’t need to understand these mechanics, but you may connect these ideas to games you’ve played in the past, and thus find them useful for your designs. A Playful Journey to Success! Game 48
  • 49. Games are often made up of sequences of mini-games Mini-games 49 First, many games are made up of sequences of mini-games If your game is too simple, create mini-games inside it. Or, if you feel your game may be too complex, focus on a mini-game within your larger game.
  • 50. An early decision that you need to make is the nature of competition. There is a continuum from competing with only yourself, to competing against someone else, to the true cooperative game. Not all games need to be about competition Player Interaction 50 Solitaire Competition Cooperative
  • 51. There is actually many more choices here. Between solitaire and competition is ranked solitaire where you compete only by score. Competition can include parters or teams. And you can have games where there is one vs many, like a secret traitor you have in the game Werewolf. There are many choices Player Interaction 51 Solitaire Individual Ranked Competition Cooperative Partners / Teams One vs. Many / Secret Traitor
  • 52. Journeys have guideposts Game Components Journeys have guideposts. In games, we call these game components. Guideposts 52
  • 53. Game ComponentsGame Components There are four basic categories of game components. There is the game environment, the are the tokens, the markers, and the randomizers. There are four categories 53 Tokens (Pawns) Markers (Scores) Environments (Boards) Randomizers (Dice & Cards)
  • 54. Games are played in a context. This is the game environment. For instance, a game can be played entirely in the hand, or on a table, or on a device such as computer. Games are played in a context Environments 54 In the Hand (Cards) On the Table (Boards) On the Computer (Virtual Reality)
  • 55. However, for our purposes today we are going to be focused on the mechanics of tabletop board games. However, free to create a card game if you prefer. Games are played in a context Environments 55 On the Table (Boards)
  • 56. There are two kinds of boards. There are those that are the same every time the game is played, but in some games boards are dynamic and thus are different for each play. Kinds of Boards 56 Static Dynamic
  • 57. Dynamic boards have two sub-types — in the first the board is constructed before the game starts, the other board evolves as the game progresses. Dynamic Boards 57 Constructed Before Game Evolves During Game
  • 58. What you can do with a board? So what can you do with a board? You can mark territory, as you have in simple games like tic-tac-toe or complex games like Risk or Go. Kinds of Boards 58 Mark Territory
  • 59. What you can do with a board? The board can also be used to signify projections of force, like chess. Kinds of Boards 59 Mark Territory Projections of Force
  • 60. What you can do with a board? A board can define a racetrack, such as the Game of Life. Kinds of Boards 60 Mark Territory Define the Racetrack Projections of Force
  • 61. What you can do with a board? Or a board can display the score markers of the players as they proceed along their journey. Kinds of Boards 61 Mark Territory Define the Racetrack Display Scores Projections of Force
  • 62. Boards have tokens on them. These tokens can be pawns that represent the players and their opponents, or they can be flags that show ownership or control of territory. Many games have shared tokens that all players may use during their turn. Tokens are dynamic—they move, or may enter or exit play Tokens (Pawns & Flags) 62 Player Avatar Enemy Avatar Control Territory Shared Token
  • 63. Markers are representative for a score, value or state Markers (Scores & Quantities) 63 Money Resources Tools Powers Rules Change Beyond tokens, boards have markers on them that most typically are used to represent a score, such as money. However, these markers may represent quantities of resources, tools, and powers that the players can use. Or they can signify a rules change has occurred.
  • 64. All games have some source of randomness Randomizers 64 Player’s Choices All games have some source of randomness. These may come purely from each players choices, such as with Rock Paper Scissors
  • 65. All games have some source of randomness Randomizers 65 Player Skill Player’s Choices Or the randomness can come from the differences in players skill or strategies.
  • 66. All games have some source of randomness Randomizers 66 True Random Player Skill Player’s Choices But there is also true randomness such as dice…
  • 67. All games have some source of randomness Randomizers 67 Arbitrary (less random over time) True Random Player Skill Player’s Choices …or forms of randomness that become less random over time such as a deck of cards. With a fresh deck you can’t predict which card will be drawn next, but as the deck runs out it becomes more predictable.
  • 68. So for the next breakout, think about the the nature of cooperation vs competition in your game. Decide on the kind of board you wish to use, what do territories on the board represent, and the nature of tokens and markers required for your game. A Playful Journey to Success! Game 68 Cooperation vs. Competition Kind of Board Tokens & Markers Board Territories
  • 69. Break Out: Design a Playful Journey to Success! 69 Cooperation vs. Competition Kind of Board Tokens & Markers Board Territories
  • 71. Transcript 71 Discussion: What did you discover about Successful Journeys by creating a Game together?