Putting the Cart Before the Horse: Reformulating Business Objectives as Aesthetic Goals Jonathan Hamel Game Tuning Workshop - GDC 2004.

Slides:



Advertisements
Similar presentations
CH 4: Finding Your Unique Selling Point 14 January 2014 Lectured by: OR Vitou.
Advertisements

Preparing a Work Plan BA25 Business Communications Professor Melody Thomas.
Why we need them. Meeting 2
Tarak Bahadur KC, PhD Negotiation Skills Negotiation Skills Tarak Bahadur KC, PhD
The Design Process Engineering Graphics Dr. Stephen Crown.
A helpful and intuitive guide for presenters to effectively deliver a investor targeted pitch.
Shark Attack Game. Shark Attack Welcome To The Shark Attack Game Game Rules To Win You must Navigate safely through the Ocean without getting bit by the.
Game Design Serious Games Miikka Junnila.
Television in our life..
The Playbook according to CC Great tool; but this isn’t about Constant Contact……. Use the tool you like – Mail Chimp, or other service provider.
Pitching. Rejection The Publisher Survey from the IGDA shows us that only 4% of game concepts that independent developers submit to publishers are actually.
Game Design Workshop. About The Workshop Started in 2001 Started in 2001 Hands-on Hands-on Focused on iteration Focused on iteration Grounded in a formal.
15-1 McGraw-Hill/Irwin Human Relations, 3/e © 2007 The McGraw-Hill Companies, Inc. All rights reserved.
Innovation Leadership Training Day Three February 19, 2009 All materials © NetCentrics 2008 unless otherwise noted.
Aligning innovation to organizational strategy February 5, 2009 All materials © NetCentrics 2008 unless otherwise noted.
Careers in Marketing  Marketing is a fantastic field of business because there are numerous amount of jobs that fit under the label “marketing”  The.
Reveal Course Human Resources & Management of Volunteers Intermediate Level This project has been funded with support from the European Commission. This.
Increasing Parent Involvement
21 Ways to Make the Most of Your Website A Guide for Successful Businesses.
Welcome to Computing. How is Computing assessed? AS Unit 1 Practical Theory of computation. Fundamentals of programming, data structures and algorithms.
Strategic Management the art and science of formulating, implementing and evaluating crossfunctional decisions that enable an organization to meet its.
Matching PMBOK Section
© J. Christopher Beck Lecture 30: Distributed Scheduling.
The Writing Process I.3 Invention Techniques. The Purpose of Invention Techniques is to help you generate content quickly and painlessly. NOTE: Inventing.
Three Musketeers. Rules for Three Musketeers Players take turns moving one of their pieces. No diagonal moves. Musketeers move by capturing a nearby enemy.
Game Tuning Workshop Paper Simulations of Digital Games Steve Librande Blizzard North.
5 - 1 Screening Venture Opportunities Dragon’s Den What are the factors the Dragons are looking for? What do they bring to the table other than.
The Scratch Project I Did Alone By: Jason Molina.
BMGT 245- Customer Service Knock Their Socks Off!!!
JFK-103B1W9 and JFK-103B3W9 This program is going to be used to learn about:  Decision Making Skills  Communication Skills  Team Building Skills and.
1 teams team dynamics….. 2 Collaborative Leadership Sept 25, 2006 “Nothing important gets done alone.” - Goleman “Together we are stronger.” - Lefebvre.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
ESCP-EAP MBA Personal Development Workshop Berlin February 2006 Ian Thomas, Visiting Faculty ESCP-EAP. February 2006 MBA Programme. Berlin Workshop Stream.
© Copyright 2010 Aqastra1 Dedicated to Testing Excellence Summit 2010 Selecting our Testers and Measuring their Performance Susan Windsor.
Marketing Introduction Business Mentors. Industry Dynamics  Claims programs  National vs. Local decisions  Agent referrals  Corporate referrals 
Welcome! These workshops are called “Managing for Success.” But, what is success? While we’re waiting for everyone to arrive could you… Jot down what success.
Ten Common Interview Questions. Tell me a little about yourself Keep it relevant to the job or position you are applying for. Keep it relevant to the.
SiSSYFiGHT Overview SiSSYFiGHT simulates a playground fight between little girls.
Putting the Cart Before the Horse: Reformulating Business Constraints as Aesthetic Goals Jonathan Hamel BreakAway Games.
SiSSYFiGHT Overview SiSSYFiGHT simulates a playground fight between school children.
Game Tuning Workshop SiSSYFiGHT 3000 GDC Game Tuning Workshop Overview SiSSYFiGHT simulates a schoolyard fight between little girls. Each girls.
Digital Docs in a Box Moviemaking in the history classroom Dr. Kathy Swan University of Kentucky.
JAMES B. AVEY PHD Identifying Uses for Resources.
Want to do something different? Go for it! Role models challenging job stereotypes Selected from the GERIPROJECT
My future job is the best in the world: Advertising By Serebrennikova Olesya.
Making the Leap Taking Your Company to the Next Level Business Mentors.
Slides are partly from Marc’s Game Design Workshop GDC 2003.
C HAPTER ONE I NTRODUCTION & O VERVIEW continue 1.
The Vision Document & Product Management CSSE 371, Software Requirements and Specification Steve Chenoweth, Rose-Hulman Institute September 27, 2004 In.
Department of educational leadership instructional technology program Games for Learning: Using Game Play and Game Design to Facilitate Learning Dr. Wayne.
Training Programme Innovation on SMEs. I NTRODUCTION TO THE D AY Registration/coffee Introduction Module 1: Your Inner Innovator
Reading Unit 1. Self-reflection: Think of the most recent fight with your friend. What caused it?
WHSoIT Advisory Board Planning Retreat Thursday, August 27, 2009 Facilitator: Elisabeth Schaller, Manpower GEAR FOR SUCCESS IT Courses - IT Opportunities.
TU-C2040 Strategy Fieldwork Marco Clemente Natalia Vuori.
Getting to the Root of the Problem Learn to Serve 501 Commons November 6, 2013 Bill Broesamle.
Resolving Conflicts (1:46) Click here to launch video Click here to download print activity.
Career Anchors St. Joseph’s College Graduate Management Studies MGT 500 – Leadership & Managerial Development Slide show created by Diane Pfadenhauer,
Software Product Definition Fall, 2015 Week 3 Prof. Sheryl Root Prof. Tony Wasserman 1.
LEADERSHIP DYNAMICS In a growing environment. What is a leader? A leader is a visionary that energizes others. This definition has two key dimensions:
Key Principles for Building Business Success Steve Dunne – Managing Director Savvy Group Jon Peart – Director Savvy Construction.
Analysis of Digital Games Game Design Workshop GDC 2003.
Horns of a Dilemma Tough Ethical Decisions through Game Design
Agenda for L :15 Start Trying a tool: cocktail party
Three Musketeers GDC 2004.
SiSSYFiGHT 3000.
Addressing a fractured industry – what are the three things vital to survive in Industry 4.0 Dr. Harry Teifel November 2018.
Introduction to Engineering Design II (IE 202)
SiSSYFiGHT 3000.
Gamification for Educators
SiSSYFiGHT 3000 Game Design Workshop
Presentation transcript:

Putting the Cart Before the Horse: Reformulating Business Objectives as Aesthetic Goals Jonathan Hamel Game Tuning Workshop - GDC 2004

Elective Overview Part I:Introduction – 10 minutes Part II:Brainstorming – 10 minutes Part III: Analysis – 10 minutes Part IV: Exercise – 20 minutes Part V:Presentation of Results – 10 min. Part VI:Wrap-up…

Part I: Introduction 10 minutes

Part I: Introduction About the elective Snippets from the elective description: The challenge of applying the MDA framework in a real business setting. Clients, publishers, marketers, & business requirements create "unreasonable demands that ruin an otherwise great game" “It's not a great game if it doesn't meet the business objectives of the people funding and selling it."

Part I: Introduction Primary Questions Can we define our role as designer in a way that reduces conflict with business objectives for our end product? Can business objectives be reformulated in a way that is useful to us as designers, and not disruptive? …So they can be organic to the design, not tacked on? Can we make an even better game by seeking out business objective and exceed expectations?

Part I: Introduction Premise 99% of the time, the problems we are asked to solve are external to the problems of making the game better. The reality of how your salary gets paid: –Studio is responding to an RFP –Concept/prototype more or less fits a slot in the publisher’s slate –Studio is doing work-for-hire for clients outside the established “game industry” –Many exceptions to this. Do they prove the rule?

Part I: Introduction Why this is OK… That’s life We’re designers What is “design” in other industries? (e.g. engineering, architecture, advertising)

Part I: Introduction Why this is OK… How do I design the flow of people through a physical space? How do I make the paperclip grip better and not rust the paper? How can I communicate that this brand is “sophisticated” and “dangerous?”

Part I: Introduction Why this is OK… Working definition of design: “Design is applying creative expertise to solve problems.”

Part I: Introduction Why this is messy… You want the game to be good, but: The contract says… Your company strategy is… Your client or publisher wants… The latest market research shows… … what else?

Part II: Brainstorming 10 minutes

Part II: Brainstorming Ethnology of Business Objectives Q: What business objectives (welcome or unwelcome) have influenced work you’ve done in the past? Make a list of business requirements against which past games have been judged.

Part III: Analysis 10 minutes

Part III: Analysis What to do now… 2 Questions: What are the real business requirements? How can I make them useful as design constraints?

Part III: Analysis What to do now… 2 Questions: What are the real business requirements? –Ask How can I make them useful as design constraints? –Are they aesthetic goals?

Part III: Analysis Objective == Goal? Are these goals? Rarely: business objectives are often not easily translated into aesthetic goals. Are these models? What’s an Aesthetic Model again? let’s review…

Goal: Competition Model: A game is competitive if: Players are adversaries. Players have an ongoing emotional investment in defeating each other. Some Failure Modes: A player feels that he can’t win. A player can’t measure his progress.

Goal: ________ Model: A game is ________ if: Players feel a sense of community Appeals to women ages Some Failure Modes Drives players apart Attracts teenage boys to the player community What fills in the blank?

Part III: Analysis Objective == Aesthetic Model You may need multiple models / goals Now that you know your aesthetic goal, what changes do you need to make to the game mechanics or dynamics to support this goal? Sounds like a good subject for an exercise!

Part IV: Exercise 20 minutes

Part IV: Exercise Sissyfight’s Revenge Design on Sissyfight was “done” You’ve just received a memo The memo is unreasonable The memo is non-negotiable Break into groups of six Pick a memo (1d6) – each group should do a different one

Part IV: Exercise Sissyfight’s Revenge Everyone got a memo?

Part IV: Exercise Sissyfight’s Revenge Try to resist the temptation to satisfy the memo with pure content changes. That’s what we mean by “tacked on.” After 5 minutes: be prepared to share –Your memo –Your translation into one or more aesthetic models At the end: be prepared to share –Mechanics to accomplish your new aesthetic goals

Part V: Wrap Up Thanks!