Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
7.
Best possible outcome if you...
Skip college.
Never move out of your parents' house.
Never get married.
Never have any children.
Never travel or take any vacations.
Work indefinitely past 65.
Die alone in a nursing home with lots of money and
no one to leave it to.
13.
A growing backlash
“I don’t do ‘gamification,’ and
I’m not prepared to stand up
and say I think it works.”
–Jane McGonigal
“Gamification is bullshit.”
–Ian Bogost
14.
Things that games can do
in the real world
part 2
31.
Games for…
Gatorade “Bolt”
game’s goal:
“...to position Gatorade
as the hero helping drive
better performance and
higher scores with water
as the enemy that
hinders performance.”
Media agency OMD’s
case study video
evil?
51.
Guidelines
Don’t be too literal
Work on small things
Make it a real game
Iterate
Strip off the aesthetic and usability layers
Focus on the underlying gameplay
71.
The hammer card is awesome
1. Draw again right away.
2. Any barrels on the bottom level are smashed.
3. You still have to roll if a barrel is above.
73.
Discussion
In what ways was this similar to the original game?
In what ways was this different?
What might you change to improve the experience?
74.
Lessons for design
The central conflict of the game
Basic strategy & tactics
What the obstacles are & how often they appear
How hard it should be to jump a barrel
What consequences for mistakes are fair
How the stakes change over time
How the game ends
75.
Abstraction vs. representationalism
Gameplay vs. aesthetics
Luck vs. skill
Going deeper
76.
part 5
A quick primer on essential
game design concepts
77.
Core mechanic
The activities players are engaged in
moment to moment throughout a game.
Roll
Move around the board
Buy properties
Pay rent
78.
Objectives
Specific conditions that players are either trying to...
achieve avoidor
79.
Objectives
Longer games have nested objectives.
80.
Constraints
Limits on what the player can and cannot do.
2 types of constraints:
Environmental
Formal
81.
Environmental constraints
Hard limits set by inherent physical characteristics.
82.
Soft rules that all of the players agree to follow in
order to enable the game experience.
Formal constraints
83.
Conflict
The relationship between objectives and constraints.
84.
Conflict
The relationship between objectives and constraints.
Games necessarily involve challenge.
90.
It’s okay for you to do anything that the game
doesn’t specifically prohibit.
As a result, the design is vulnerable to degenerate
strategies.
Arbitration limits cheating
94.
You usually don’t directly design the play experience.
You design the parameters in which play executes.
The players, objectives, and constraints interact in
complex ways to construct the experience as you go.
Games as systems
95.
15 minutes
Up next:
A health game design case study.
You prototype your own games.
Break time!
98.
Understand the nutritional attributes of food
Build a knowledge base of food choices
Develop skills to interpret nutrition information
Learn to value healthier food choices
Kids need to:
102.
Player is responsible for maintaining
the health of a virtual pet
Must shop for the critter's food, cook
for it, and feed it
Each day the player must fill the
critter's green bars without filling the
red bars
105.
1. Define a core message
Design around a clear and
concise statement
of what you want players
to do or to believe.
106.
2. Tie the message to strategy
Games drive players
to find the most efficient ways
to win.
If the message represents
the ideal strategy,
then the process of playing
serves as a proof of its truthfulness.
107.
Tiered system of rewards
Better food choices
Health goes up
Greater productivity, more
sports wins, sick less often
Earn more money
Trick out your pad
Social rewards
108.
3. Enable self-directed discovery
Self-directed discovery persuades
by giving people
a feeling of ownership
of the insight they've uncovered.
111.
Discovering healthy recipes
Players can cook, combining
ingredients into prepared meals.
Meals of greater nutritional merit are worth more
than their constituent ingredients
112.
Meals can be sold to the
restaurant for a profit.
Other players can then
purchase them, enabling
social learning.
113.
4. Offer meaningful choices
If there is no benefit
to making the wrong choice,
then there is
no choice at all.
114.
Effects of high-calorie foods
Advantages:
More energy for sports games
More energy for work
Consequences:
Exceed daily limits faster
Critter starts rejecting healthier
options
115.
5. Keep it real
Video games' capacity
to simulate the conditions
of the real world
can impart credibility
to embedded arguments.
116.
Fitter Critters has real nutrition
data for 675 actual food items
117.
and the daily objectives are based on
real consumption guidelines
118.
Pilot Study
Northbridge Elementary, MA
Run by University of Massachusetts Medical School
100 5th graders, 4 class periods
1. Significant increases in positive attitudes
toward nutrition and fitness
2. Significant increases in students' self-
efficacy
3. Moderate increases in nutrition knowledge
120.
(each played by
another person)
10 dragon heads
4 warriors
The game ends when
either all dragon
heads or warriors
have been removed
from the board.
(played by 1 person)
121.
If you get anything other than a 1, nothing happens.
The dragon rolls all 4 dice at once
122.
Fang attack
Kill any 1 warrior next
to any dragon head.
(Including diagonals.)
123.
Fang attack
Kill any 1 warrior next
to any dragon head.
(Including diagonals.)
124.
Fang attack
Kill any 1 warrior next
to any dragon head.
(Including diagonals.)
125.
Fire attack
Kill any 1 warrior at
least 3 spaces from
any dragon head.
(Including diagonals.)
126.
Fire attack
Kill any 1 warrior at
least 3 spaces from
any dragon head.
(Including diagonals.)
127.
Fire attack
Kill any 1 warrior at
least 3 spaces from
any dragon head.
(Including diagonals.)
128.
Move
All dragon heads
move 1 space in any
direction.
All must move in the
same direction.
129.
Move
All dragon heads
move 1 space in any
direction.
All must move in the
same direction.
130.
Move
All dragon heads
move 1 space in any
direction.
All must move in the
same direction.
131.
Move
All dragon heads
move 1 space in any
direction.
All must move in the
same direction.
132.
Move
All dragon heads
move 1 space in any
direction.
All must move in the
same direction.
133.
Move
All dragon heads
move 1 space in any
direction.
All must move in the
same direction.
134.
Move
All dragon heads
move 1 space in any
direction.
All must move in the
same direction.
135.
Heal
The dragon regrows
1 lost head, which
may be placed in any
space directly up,
down, left, or right
from any other head.
Heads may regrow up
to a maximum of 10.
136.
Heal
The dragon regrows
1 lost head, which
may be placed in any
space directly up,
down, left, or right
from any other head.
Heads may regrow up
to a maximum of 10.
137.
Heal
The dragon regrows
1 lost head, which
may be placed in any
space directly up,
down, left, or right
from any other head.
Heads may regrow up
to a maximum of 10.
138.
Heal
The dragon regrows
1 lost head, which
may be placed in any
space directly up,
down, left, or right
from any other head.
Heads may regrow up
to a maximum of 10.
139.
Heal
The dragon regrows
1 lost head, which
may be placed in any
space directly up,
down, left, or right
from any other head.
Heads may regrow up
to a maximum of 10.
140.
Heal
The dragon regrows
1 lost head, which
may be placed in any
space directly up,
down, left, or right
from any other head.
Heads may regrow up
to a maximum of 10.
141.
So how do the warriors work?
That’s up to you!
Make up roles and rules for each warrior
(e.g. elf, fighter, sorceress, etc.)
Write everything down on the character sheets.
142.
Design a system of rules that interact to make a game
experience that’s:
The designer’s objective
Sustained.
Challenging
.
Fair. Enjoyable.
143.
Let’s design!
10 minutes.
Then play begins.
SUSTAINED - CHALLENGING - FAIR - ENJOYABLE
144.
Time to play!
15 minutes.
Make changes as you go.
SUSTAINED - CHALLENGING - FAIR - ENJOYABLE
145.
Discussion
Did anyone develop a character that worked well?
What was the biggest problem in your game?
What might you change to get rid of that problem?
146.
Iteration 2
Start over. Try to improve the experience.
Make new characters with new rules.
You can change the rules for the dragon.
Incorporate at least 1 environmental piece.
147.
Let’s design
again!
15 minutes.
Then play begins.
USE AT LEAST 1 ENVIRONMENTAL PIECE
148.
Time to play!
10 minutes.
AT LEAST 1 ENVIRONMENTAL PIECES
149.
Was the game better or worse this time?
Were you able to solve the problems?
Did new problems come up?
What’s the most significant problem now?
Discussion
150.
Iteration 3
Turn this into a game about cancer.
151.
Let’s design
again again!
20 minutes.
Then play begins.
TURN IT INTO A GAME ABOUT CANCER
152.
Thank you!
Please complete the assessment form.
Connect with me: @PlayfulDesign
154.
Often, you don’t directly design the play experience.
You design the parameters in which play executes.
The players, objectives, and constraints interact in
complex ways to construct the experience as you go.
Games as systems
Although some games aren’t systems, e.g...
155.
There are some big design issues here!!
Games execute outside of the designer’s control.
The real-time interactions between game elements
are complex and hard to predict.
Unintended degenerate strategies can emerge.
Players may not understand a game or they may
struggle with its UI.
Players might not be having any fun.
And why are people doing this? Because they want a creative outlet. They want to build something extraordinary.
The artwork is so happy, but the underlying themes are all “Destroy!”
THis is really at the heart of what makes a game a game -- is the ability to make choices that affect the outcome. It consists of tactical decisions in the short term, and strategic decisions over the entire course of play.
the rules governing what players can do with them. It’s the interaction of the rules that are assigned to each of the pieces that brings chess to life, and the game wouldn’t be possible unless people agreed to abide by a common set of rules.
Now most games work in this way as systems, although there are a handful of exceptions.
Games also tend to design very idiosyncratic user interfaces, even when they’re doing the same thing. Here’s a screen from Deus Ex 3 that lets the player select power-ups, which is common activity in a lot of games a but this particular UI is very pretty unique to Deus Ex 3.
Il semblerait que vous ayez déjà ajouté cette diapositive à .
Créer un clipboard
Vous avez clippé votre première diapositive !
En clippant ainsi les diapos qui vous intéressent, vous pourrez les revoir plus tard. Personnalisez le nom d’un clipboard pour mettre de côté vos diapositives.
Créer un clipboard
Partager ce SlideShare
Vous avez les pubs en horreur?
Obtenez SlideShare sans publicité
Bénéficiez d'un accès à des millions de présentations, documents, e-books, de livres audio, de magazines et bien plus encore, sans la moindre publicité.
Offre spéciale pour les lecteurs de SlideShare
Juste pour vous: Essai GRATUIT de 60 jours dans la plus grande bibliothèque numérique du monde.
La famille SlideShare vient de s'agrandir. Profitez de l'accès à des millions de livres numériques, livres audio, magazines et bien plus encore sur Scribd.
Apparemment, vous utilisez un bloqueur de publicités qui est en cours d'exécution. En ajoutant SlideShare à la liste blanche de votre bloqueur de publicités, vous soutenez notre communauté de créateurs de contenu.
Vous détestez les publicités?
Nous avons mis à jour notre politique de confidentialité.
Nous avons mis à jour notre politique de confidentialité pour nous conformer à l'évolution des réglementations mondiales en matière de confidentialité et pour vous informer de la manière dont nous utilisons vos données de façon limitée.
Vous pouvez consulter les détails ci-dessous. En cliquant sur Accepter, vous acceptez la politique de confidentialité mise à jour.