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WHAT’S IN A GAME?
Saturday, March 14th, 2009
Nadya Direkova
Using game design questions and techniques to createengagementin web applications.
Screenshot from “Cloud,” USC Game
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NADYA DIREKOVA
2,300+ professionals with an average of 10+ years experience
Our business:Web media ($520MM+) Paid search ($150MM+)Web development ($275MM+)
70 active clients across a wide range of industries
Deep technology experience with content management, portals, e-commerce, enterprise solutions and business intelligence
11 Domestic offices:Atlanta New York Los AngelesAustin Philadelphia SeattleBoston Portland, OR Ft. LauderdaleChicago San Francisco
9 International offices:London (DNA) Paris (Duke) Frankfurt, Berlin (Neue Digitale)Hong Kong (e-Crusade) Sydney (Amnesia) Tokyo (Dentsu)Shanghai (e-Crusade) Madrid (WYSIWYG*)
ABOUT RAZORFISH
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NADYA DIREKOVA
OUR CLIENTS
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NADYA DIREKOVA
ABOUT ME
MIT LEAPFROG BACKBONE RAZORFISH
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I N T R O D U C T I O N S
E N G A G E M E N T: T H E C O M M O N G O A L O F G A M E A N D W E B D E S I G N
Q U E S T I O N S T H AT G A M E D E S I G N E R S A S K T O C R E AT E E N G A G E M E N T
G A M E D Y N A M I C S I N W E B A P P L I C AT I O N S
P R E S E N T I N G T H E U S E R E X P E R I E N C E A S A G A M E
AGENDA
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WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?
ELECTRONICGAME DESIGN
WEB INTERACTION DESIGN
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WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?
ELECTRONICGAME DESIGN
WEB INTERACTION DESIGN
DESIGNING FOR ENGAGEMENT(on various kinds of screens)
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GAME DESIGN WEB INTERACTION DESIGN
Screenshot from “Rub Rabbits,” SEGA
WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?
GAME-LIKE ENGAGEMENT CAN BE A COMPETIVEADVANTAGE FOR WEB DESIGN
Your users are gamers, too!
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GAME DESIGN WEB INTERACTION DESIGN
Screenshot from “Rub Rabbits,” SEGA
WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?
GAME-LIKE ENGAGEMENT CAN BE A COMPETIVEADVANTAGE FOR WEB DESIGN
Your users are gamers, too!
And these users are accustomed to getting some of their needs met in games.
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GAME DESIGN WEB INTERACTION DESIGN
Screenshot from “Rub Rabbits,” SEGA
WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?
“User, come with me, this design will rock your world!”
IT’S ALL ABOUT CREATING ENGAGING EXPERIENCES
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GAME DESIGN WEB INTERACTION DESIGN
Screenshot from “Rub Rabbits,” SEGA
WHAT CONNECTS THE DESIGN WORLD OF GAMES AND WEB?
“User, please stay. Forever!” “User, come with me, this design will rock your world!”
IT’S ALL ABOUT CREATING ENGAGING EXPERIENCES
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E N G A G E M E N T: T H E C O M M O N G O A L O F G A M E A N D W E B D E S I G N
Q U E S T I O N S F R O M T H E W O R L D O F A G A M E D E S I G N E R
G A M E D Y N A M I C S I N W E B A P P L I C AT I O N S
P R E S E N T T H E U S E R E X P E R I E N C E A S A G A M E
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DEFINING GAME CONCEPTS VIA THE GAME DESIGN DOCUMENT
GDD: Game Design Document The GDD, or game design
document is a key deliverable for a game designer. The GDD is a living document and a platform for asking questions relevant to the project at hand.
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THE GAME DESIGN DOCUMENT AND TEAM
GDD: Game Design Document
• The document is used by the team to understand the game world and to start crafting assets. It’s constantly modified. In fact, the end game often looks nothing like the one described in the GDD.
• Most game development teams use GDDs, however, the document is different for each studio, genre and project.
The GDD, or game design document is a key deliverable for a game designer. The GDD is a living document and a platform for asking questions relevant to the project at hand.
The GDD informs thedevelopment team
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GAME DESIGN CONCEPTS AND QUESTIONS
The game designers need to answer a series of questions to define the game concept.
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?What’s the genre: puzzle, strategy, sports, etc? Is the game for casual or hardcore players or both? Mobile, handheld platform or console?
Images: X BOX 360, Nintendo DS, iPhone Scrabble
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICSWhat is the look at feel of the game? Where does the action take place? Is the world 2D or 3D?
Images: Mario and World of Warcarft
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?Does the player act alone, play with others or both?
Images: Mii Avatars for Wii
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?Is the game 1st person? Is the player embodied physically in the world? Who else is in the game?
Images: Animal Crossing Characters
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME? WHAT ARE THE CONTROLS?What does the player control? What can the player do?
Images: PacMan
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME?
WHAT ARE THE CONTROLS?
REWARDS SYSTEMSHow is the user rewarded over time?
Image: Mario
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME?
WHAT ARE THE CONTROLS?
REWARDS SYSTEMS
PROGRESSING IN THE GAME: STATS, MISSIONS, LEVELSHow does the player track their progress through the game?
Image: Brain Age
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
REWARDS SYSTEMS?
PROGRESSING IN THE GAME: STATS, LEVELS AND MISSIONS?
RESOURCES, ECONOMY AND INVENTORY?Does the world have a currency? What are the values of virtual goods?
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME?
WHAT ARE THE CONTROLS?
Image: SIMS
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
REWARDS SYSTEMS
RESOURCES, ECONOMY AND INVENTORY
PROGRESSING IN THE GAME: STATS, LEVELS AND MISSIONS
CUSTOMIZATIONHow does the player refine and design their avatar, habitat and story?
AND MANY MORE….
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME?
WHAT ARE THE CONTROLS?
Image: Habbo Hotel
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
REWARDS SYSTEMS
RESOURCES, ECONOMY AND INVENTORY
PROGRESSING IN THE GAME: STATS, LEVELS AND MISSIONS
CUSTOMIZATION
TUTORIAL, HELP SYSTEMS AND LEARNING CURVEHow does the player learn the rules and new techniques introduced over time?
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME?
WHAT ARE THE CONTROLS?
Image: SIM Tutorial
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GAME DESIGN CONCEPTS AND QUESTIONS
Game designers balance a series of systems and components to create a believable and engaging world.
REWARDS SYSTEMS
RESOURCES, ECONOMY AND INVENTORY
PROGRESSING IN THE GAME: STATS, LEVELS AND MISSIONS
CUSTOMIZATION
TUTORIAL, HELP SYSTEMS AND LEARNING CURVE
AND MANY MORE….
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICS
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME?
WHAT ARE THE CONTROLS?
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NEXT STEPS: FOCUS ON A FEW QUESTIONS AS THEY RELATE TO THE WEB
Game designers balance a series of systems and components to create a believable and engaging world.
REWARDS SYSTEMSHow is the user rewarded over time?
RESOURCES, ECONOMY AND INVENTORY
PROGRESSING IN THE GAME: STATS, LEVELS AND MISSIONSHow does the player track their progress through the game?
CUSTOMIZATION
TUTORIAL, HELP SYSTEM, LEARNING CURVE
WHAT IS THE GAME GENRE, PLATFORM AND AUDIENCE?
GAME AESTHETICSWhat is the look at feel of the game? Where does the action take place? Is the world 2D or 3D?
SINGLE VS. MULTIPLAYER MODE VS. BOTH?
AVATAR VS. NON PLAYER CHARACTERS?
MECHANICS: WHAT VERBS DEFINE THE GAME?
WHAT ARE THE CONTROLS?
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E N G A G E M E N T: T H E C O M M O N G O A L O F G A M E A N D W E B D E S I G N
Q U E S T I O N S F R O M T H E W O R L D O F A G A M E D E S I G N E R
G A M E D Y N A M I C S I N W E B A P P L I C AT I O N S
T H I N K I N G O F Y O U R P R O D U C T A S A G A M E
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Web apps. employing game strategies
O V E R V I E WW E B A P P L I C A T I O N S U S I N G G A M E D Y N A M I C S
Some game elements, such as "enemy characters," might hardly ever apply to web design as we know it. Others, such as immersive 3D worlds and 3D avatars have been slow to become mainstream conventions.
However, game elements already drive some of the most successful web applications today.
REWARD SYSTEMS
GAME AESTHETICS
PROGRESSION
STAT SYSTEMS
“User, come with me, my design will change your world!”
“User, don’t you go away now!”
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G A M E T R E N D
REWARD SYSTEMS
www.handipoints.comA mechanical level picks up the shoe to bring it closer to you, creating a dynamic intro.
HANDIPOINTS TRACKS POINTS FOR SHORES
www.yelp.comYelpers track the reviews and compliments they receive.
YELP’S REVIEWER AWARD SYSTEM
http://www.mahalo.comThe human search service Mahalo tracks points and awards black belts to users who answer questions well. In return, black belt users can charge higher fees for their services on the site.
MAHALO’S BLACK BELT SYSTEM
Key Observations:• Assign points to desired user behavior: Points can
incentivize people to write more reviews or do chores. • Visible rewards levels: when users understand the reward
structure, such as the black-belt system in Mahalo, they have something to strive for.
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G A M E T R E N D
STATS VISIBLE TO THE PLAYER
www.mint.comMint helps measure your financial stats. It loads all of the user’s financial statements to create a instant dashboard for tracking spending, saving and investing over time.
MINT.COM INSTANT FINANCIAL FEEDBACK
Key Observations:• Assigning a dynamic numerical value to a behavior has the
potential to change that behavior.
FACEBOOK FRIEND STATS HR BLOCK STATS
www.facebook.comFacebook introduces a new popularity measure:how many (hundreds of) friends do you have?
www.hrblockcomThe end goal , your “score” on Federal and State Taxes , are visualized for you at the top right corner.
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G A M E T R E N D
IN-GAME CURRENCY
www.seriosity.comHelping work places manage email overload by assigning a currency value , Serios , to all emails you send. Everyone gets 300 Serios to spend each day, and messages are prioritized based on their Serio valuea.
SERIOSITY
Key Observations:• Currency does not have to be monetary.• Socail objects such as friends can be currency as well.
FRIENDS FOR SALE
http://www..facebook.comBuy, sell and trade your friends. Evil or clever?
ETSY’S FAVORITES
http://www..etsy.comBuy, sell and trade your friends. Evil or clever?
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G A M E T R E N D
PROGRESSION
www.linkedin.comLinkeIn meter tracks profile completion and introduces a gated tutorial that makes profile creation simple and less tedious.
LINKED IN INTEGRATED TUTORIAL FEEDBACK
http://www.weightwatchers.comThe Weight Tracker breaks down the weight loss journey into milestones: first 5 pounds lost, etc. Users records their weight weekly and get encouraging or celebratory comments.
WEIGHT WATCHER’S POINT AND WEIGHT TRACKERS
Key Observations:• Progress meters as a tutorial tool: Complex applications can use progress meters to teach "what's next" and
motivate users to move to the next stage of the application.• Visualizing milestones can be motivational
NIKE PLUS
http://nikeplus.nike.com Visualize your individual runs and progress over time.
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G A M E T R E N D
GAME AESTHETICS
www.ninewest.comA mechanical level picks up the shoe to bring it closer to you, creating a dynamic intro.
NINE WEST / NEW BALANCE SHOE DEMO
Key Observations:• Games make great product demos: Shopping, like games, is very experiential. • Surprise and curiosity: Users are left to their own devices to see what might be revealed
CARNIVAL FUNSHIP ISLAND
http://www.funshipisland.com/#deck
WESTIN EXPERIENCES
http://www.starwoodhotels.comThis interactive demo lets you play with fractals and click to make flowers bloom as you learn how Westin experiences regale all of your senses.
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E N G A G E M E N T: T H E C O M M O N G O A L O F G A M E A N D W E B D E S I G N
Q U E S T I O N S F R O M T H E W O R L D O F A G A M E D E S I G N E R
G A M E D Y N A M I C S I N W E B A P P L I C AT I O N S P R E S E N T T H E U S E R E X P E R I E N C E A S A G A M E
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T R E N D S
USING ADVERGAMES TO DELIVER A MESSAGE
www.gettheglass.comIncorporates casual gaming into a “central stage” interface. Everything flows seamlessly within main performance area.
GOT MILK? GET THE GLASS GAME
http://flightsimx.archive.amnesia.com.au/An example of a fun and easy advergame promoting Microsoft’s flight simulator.
PAPER PLANE ADVERGAME
www.facebook.comThe Brain Train puzzle game presents tea in a new light: a substance that makes you focused and alert, just what you need for solving a brain teaser.
LIPTON TEA BRAIN TRAIN
Key Observations:• The gameplay delivers a new experience of the brand.• Simple controls create instant engagement: Advergames strive appeal to a broad audience, including
non-gamers. To engage these users, advergames often simplify the controls of mainstream games.
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G A M E T R E N D
ADOPTING A GAME AS THE USER EXPERIENCE
www.google.comGoogle Image Labeler allows people to compete in tagging relevant keywords to an image.
GOOGLE IMAGE LABELER: COMPETITIVE TAGGING
http://www.fold.itUsers are invited to play a puzzle game; as they solve the puzzles, they help identify protein chains.
FOLD.IT
Key Observations:• Progress meters: Complex applications can use progress meters to teach "what's next" and motivate users to
move to the next stage of the application.• Goals and milestones: Introducing milestones
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IN SUMMARY
• C h e c k o u t a G D D . A s k q u e s ti o n s l i k e a g a m e d e s i g n e r. • S e e i f y o u c a n d e s i g n f o r :
o Rewards .o User stats .o Progress ion.o Unique currency.o Put the exper ience in a game she l l .
CHEAT SHEET
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O t h e r A u t h o r s o n G a m e s a n d I n t e r a c ti o n D e s i g n :
• Daniel Cook“How to design a princess saving application”
• Dan Saffer“Gaming the web”
• Mia Northrop“Your new excuse to get an Xbox: how UX professionals can learn from video game design”
• Amy Jo Kim“Game mechanics for interaction design”
• Kars Alfrink“Play in social and tangible interactions”
• Nick Fortungo“The Play of Persuasion”
• Jane McGonigal“Alternate Realities - A Game Designer's Perspective on the Future of Happiness"
G a m e A r t C r e d i t s
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CONTACT
NADYA [email protected]://twitter.com/nadya_d
http://feed.razorfish.comFEED