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Some Thoughts on Game Design by Andrew Glassner Game Design Arcade Puzzle Strategy Story.

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Presentation on theme: "Some Thoughts on Game Design by Andrew Glassner Game Design Arcade Puzzle Strategy Story."— Presentation transcript:

1 Some Thoughts on Game Design by Andrew Glassner Game Design Arcade Puzzle Strategy Story

2 Some Thoughts on Game Design Interactivity is just a game quality… Game quality is not correlated to interaction quality… Interactivity vs. Participation  +Constant engagement is a plus  -but not if meaningless a rat isn’t having fun interacting with game maze to get cheese  -ATM is interactive, but not fun experience (does not belong in a game)  +can’t teleport in real world but we should provide this in games I prefer participatory or competitive experiences

3 Needless Demands  Creating interaction by forcing player to carry out mandatory actions is ok, until the reach the point to where they are tedious and repetitive  A game should offer the fastest and easiest possible way to do everything unless there is some entertaining or informative reason to prevent it.  Deliberate deception is an artificial roadblock p6 Player Profiling  Don’t trick players into providing a personality description.  Branching narratives try to deduce personality to create responsive story and builds profile of player, but it is difficult for a game to characterize personality. Some Thoughts on Game Design

4 Randomness can make a game more interesting by adding random elements to the game.  Better if there are some intentions behind the variations. Multiple Choice Conversations  Today’s Technology is a very long way from creating programs that can understand an arbitrary question.

5 http://alicebot.org/

6 Adds questions about personality type in the conversation and to determine your personality type.

7 Things to avoid in design Don’t keep’em guessing with unclear choices p9 Repeat Painlessly Having the player go through a process several times in order to achieve a goal. Developer may have spent a lot of time creating an entertaining passage that they want you to see all the details and get a lot of mileage out of. This can be frustrating to users  What games can you think of that have painful repeats?  What new options do they have in games to prevent this?  What could we do to help users get to the next step of the game and skip already played portions?

8 Spackled Interaction??  You can spot spackled interaction by asking yourself whether the game designer and the interaction designer ever needed to speak to one another. Horribly designed Remotes  How does this happen? Spackling Interaction can be created by alternating cut-scenes and interactive periods p11 Things to avoid in design


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