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Designing a Good Game
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Team project Game critiques Change in paper assignments Designing a good game
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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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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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Gameplay Storytelling Aesthetics Novelty Learning Immersion Socializing
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Challenges Challenges Risk/rewards Creative expressive play Actions Fairness Symmetry Competition/cooperation
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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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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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