What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
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What is a Game Designer (And Why Do You Need One)? - Douglas Whatley
1. What is a Game Designer (And
Why Do You Need One)?
What does a game designer really do. And,
more importantly, how do they make the
products better. How does a designer
contribute and how do you work with them
to solve your problem.
2. Game design is the art of applying design and aesthetics to create a game for
entertainment or for educational, exercise, or experimental purposes.
Increasingly, elements and principles of game design are also applied to other
interactions, particularly virtual ones.
Game design creates goals, rules and challenges to define a board game, card
game, dice game, casino game, role-playing game, sport, video game, war
game or simulation that produces desirable interactions among its participants
and, possibly, spectators.
Academically, game design is part of game studies, while game theory studies
strategic decision making (primarily in non-game situations). Games have
historically inspired seminal research in the fields of probability, artificial
intelligence, economics, and optimization theory. Applying game design to itself
is a current research topic in metadesign.
Wikipedia
Perception of Game Design
3. Theme is not what you are teaching
The most important design consideration is
- What are the learning objectives?
4. Similar Mechanics
World Conquest
Territorial Control
Army Tokens
World Conquest
Territorial Control
Army Tokens
5. Different Mechanics
Sequential Turns
Probabilistic Combat
Simultaneous Turns
Deterministic Combat
…is about Risk! …is about Diplomacy!
6. The player is impacted by the Game Mechanics
Game mechanics are constructs of rules or methods designed for
interaction with the game state, thus providing gameplay.
All games use mechanics; however, theories and styles differ as to their
ultimate importance to the game. In general, the process and study of
game design, or ludology, are efforts to come up with game mechanics
that allow for people playing a game to have an engaging, but not
necessarily fun, experience.
The interaction of various game mechanics in a game determines the
complexity and level of player interaction in the game, and in conjunction
with the game's environment and resources determine game balance.
Some forms of game mechanics have been used in games for centuries,
while others are relatively new, having been invented within the past
decade
Wikipedia
7. MDA: A Formal Approach to Game Design and Game Research
Robin Hunicke, Mark LeBlanc, Robert Zubek
Rules System “Fun”
Mechanics Dynamics Aesthetics
Mechanics describes the particular components of the game, at the level of
data representation and algorithms.
Dynamics describes the run-time behavior of the mechanics action on player
inputs and each others’ outputs over time.
Aesthetics describes the desirable emotional responses evoked in the player,
when they interact with the game.
8. Twenty Questions
Variant #1
One player is the questioner and
selects a Noun.
The Noun can be a person, a place,
or a thing. It cannot be a proper
noun.
Players attempt to deduce the
answer by asking yes/no questions
All players win if they successfully
deduce the Noun.
Players have 20 yes/no questions,
but unlimited time.
Variant #2
• One player is the questioner and
selects a Noun.
• The Noun can be a person, a place,
or a thing. It cannot be a proper
noun.
• Players attempt to deduce the
answer by asking yes/no questions
• All players win if they successfully
deduce the Noun.
• Players have unlimited yes/no
questions, but must answer in 90
seconds.
Limited Questions – Unlimited Time Unlimited Questions – Limited Time
Nick Fortuno – GDC Teaching Games with Games 3
9. How we learn while playing a game…
The Gamer’s Brain
Celia Hodent
10. Ok, Ok, I understand what a game
designer does…
How do I apply that to my ______?
11. The are two kinds of clients that
are bad to work with:
Those that play games,
And, those that don’t play games
12. The psychometricians can design an
‘interactive’ test object that is validated
for assessment…
But, they can’t then give it to the game
team and say “make this fun” (without
making any changes that would
invalidate the object)
Applying Design to Interaction??
13. - don’t let the computer have all the fun
- Make an interesting decision every 60 seconds. An
‘interesting’ decision I said, not just a decision.
- Don’t be afraid to let your players fail. They can feel
achievement without some failure.
- Make the mechanics drive learning. Not the theme.
- If you are preparing people for an experience, what about
the experience do you want them to learn? (environment,
stress, time pressure, locations of objects, etc.)
- Make it a game of skill
What can we do to harness the power of games?
14. Sensation
Game as sense-pleasure
Fantasy
Game as make-believe
Narrative
Game as unfolding story
Challenge
Game as obstacle course
Fellowship
Game as social framework
Discovery
Game as uncharted territory
Expression
Game as soap box
Submission
Game as mindless pastime
Types of Fun
Eight Kinds of Fun
Marc LeBlanc
This talk may be more a discussion of what is Game Design itself, rather that what is a game designer. But, with that hopefully you can learn better how to partner to create great products.
I wanted to give this talk because Game Designers are so under valued by clients and yet it is the job that most people want. A week doesn’t go by that I don’t’ have someone tell me about their nephew/neighbor/son of someone they work with/etc. that wants to be a game designer and/or tell me about their idea
What does any of this mean??? Especially the last paragraph. This does not show any true understanding of game design
Give credit to Soren Johnson for the slides. Too often people come to us wanting to use a game and they are already focused on the THEME of the game. Nursing schools want a game about nursing in a nursing setting with nurses doing nurse things. But, if they are trying to teach communication or team building or attention to detail – maybe the THEME actually gets in the way.
Credit Soren Johnson
These two games are on the same topic. They have the same theme, so are they the same game
What the game teaches has nothing to do with the theme. It is all about the mechanics.
The emotions – Aesthetics can be…
Sensation – game as sense pleasure
Fantasy – game as make believe
Narrative – game as drama
Challenge – game as obstacle coarse
Fellowship – game as social framework
Discovery – game as uncharted territory
Expression – game as self-discovery
Submission – game as pasttime
Charades – fellowship, expression, challenge
Quake – challenge, sensation, competition, fantasy
The Sims – Discovery, fantasy, expression, narrative
Final Fantasy – Fantasy, narrative, expression, discovery, challenge, submission
One rules changes (mechanics) creates completely different behavior (dynamics) which creates completely different feelings (aesthetics) – find credits for this…
Perception – Working Memory (short term memory) – Long-Term Memory
We have problems with people that play games because they bring in preconceived notions of what their product should look and play like.
With people that don’t play games they haven’t been moved by a game so they don’t understand how someone could be moved by a game.
People think that simply using a game makes for better learning. That isn’t true! Like any other tool, games must be used appropriately to be effective. Plus, people don’t always understand what a game ‘IS’
Given a scripted interaction with the communication mapped and using a simple algorithm to calculate a number is not enough to make an engaging interaction. Game mechanics are not a series of sequential multiple choice questions that the user is ‘tricked’ into answering
Using games can be powerful. But, we need to build them to the correct purpose…
“Game of Skill” is defined as “a game in which the skill of the player, rather than chance, is the dominant factor in affecting the outcome of the game as determined over a period of continous play”
Green golf balls.
Yes, they make the game harder. But, not in any way that is related to skill at the game. And not in any way that makes the game more fun
What kinds of fun are their. If we want the players more engaged, what will they like? We need to decide out target “fun” and use that knowledge to decide on the mechanics that we are going to use.
Sometimes the design questions are more higher level than just a basic mechanic. Sometimes how the mechanic works is important. Talk about AI code impacting the aesthetic of the game.
Another story can be…
Fire example – Texas A&M project – this shows that teamwork and communication can be improved outside of a ‘realistic’ simulation.
I’m not here to tell you that your training needs to be outside of an environment that matches real life…
I’m here to tell you that you need a designer to help make those decisions