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Introduction
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Who’s in the class? Class structure Introduction to content Team and concept brainstorming
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Game Development Teams Any platform: RYI, engine, Flash, Mod Game Critique Paper Critique Designs
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Critiques Definition: A critical review or commentary, especially one dealing with works of art or literature. Should include Context Elements Effectiveness
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Background Type of game Synopsis When Platform Purpose Evaluations Design Issues Cohesiveness Game mechanics Effectiveness Feedback Narrative Social World Characters Audio Graphics
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Katamari Damacy Biographical and New Critical Analysis Part 1 Part 1 Marxist, Structural, and Jungian Analysis Part 2 Part 2 Feminist, Psychoanalytical and Post-Colonial Analysis Part 3 Part 3
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2009 US revenue $19.7B ($21.4B ‘08) Software $10.5B Hardware $9.2B Movies: $10B Subscribers World of Warcraft: 12.5M subscriptions Second Life: 1B hrs Sept 2009
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Online gamers middle income ($35,000-$75,000) age 25-44 Casual gamers 76% female 71% 40 or older (47% 50 or older) 46% college graduates (14% adv degree) 53% income $50,000 or more 67% married (53% at least one child )
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44%: card, puzzle, arcade, word games 25%: family-oriented games 19%: RPGs, MMOGs CAVEAT: lots of contradictory stats
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Computer games Board games Card games Parlor games Sports games Miniatures games Role-playing games Alternative reality games
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are an activity have rules have conflict have goals involve decision making are artificial are safe are outside ordinary life provide no material gain are voluntary have uncertain outcome are a representation are make believe are inefficient have closed systems are a form of art
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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
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PLAY GOAL RULES
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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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games with a serious purpose beyond entertainment built for serious purpose used for serious purpose
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Education Training Social change Health education Pain control Rehabilitation Business Art
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Gameplay: Challenges Challenges Risk/rewards Creative expressive play Storytelling Novelty Learning Immersion Socializing
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Challenges Actions Fairness Symmetry Competition/cooperation
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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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Reach emotion, not just adrenaline Key in all well-crafted entertainment More specifically Add to entertainment value Wider audience Keep interest Marketing
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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
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GENRECONSIDERATIONS Arcade games Strategy games First person shooter RPG, adventure Length Characters Realism Emotional richness
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