Date post: | 27-Jun-2015 |
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PLAY INGCONSULT
CONCEPT
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Game Design
Baby Steps to Start Playing
Content
1. What’s the objective of this workshop for you? 2. Which variables can I use to make it remarkable? 3. Which rules are there on this playground? 4. What’s the score model (do’s ++ and don’ts --)?5. When is it finished?
Content
1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate
Content
1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate
Idea Creation
Content
1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate
Game Design
Idea Creation
Content
1. Briefing 2. Concept3. Objective, challenges and why it is fun4. Score-model 5. Design Document & Database 6. Play-test & iterate
Game Design
Idea Creation
Development
1/6: Briefing
1. Objective 2. Target audience (players) 3. Essence of the problem / challenge 4. Most suitable platform 5. Other important guidelines
2/6: Concept
2/6: Concept
1. Objective in the game (desired outcome)
2/6: Concept
1. Objective in the game (desired outcome) 2. What’s the essence of the problem?
2/6: Concept
1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish)
2/6: Concept
1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations
2/6: Concept
1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations 5. What is a suitable metaphor for this subject?
2/6: Concept
1. Objective in the game (desired outcome) 2. What’s the essence of the problem? 3. How would you validate (un)desired behavior (reward & punish) 4. Describe plausible scenario’s & situations 5. What is a suitable metaphor for this subject? 6. Make a mood-board for your game concept
Game Elements
Game ElementsVisual
Game ElementsVisual
Objective
Game ElementsVisual
ObjectiveTactics
Game ElementsVisual
ObjectiveTactics
Story
Game ElementsVisual
ObjectiveTactics
Story
Mastery
Game Elements
DO NOT DISTURB
Visual
ObjectiveTactics
Story
Mastery
Objective
Actions
Game Elements
Objective
ChallengeC
Challenge...
Challenge B
ChallengeA
Actions
Game Elements
Objective
ChallengeC
Challenge...
Challenge B
ChallengeA
Actions
+Positive
Consequence - Negative
ConsequenceScore model
Game Elements
User Interface Feedback System
Objective
ChallengeC
Challenge...
Challenge B
ChallengeA
Actions
+Positive
Consequence - Negative
ConsequenceScore model
Game Elements
User Interface Feedback System
Objective
ChallengeC
Challenge...
Challenge B
ChallengeA
Actions
+Positive
Consequence - Negative
ConsequenceScore model
Ruleset
Game Elements
Metaphor & Visual Layer
User Interface Feedback System
Objective
ChallengeC
Challenge...
Challenge B
ChallengeA
Actions
+Positive
Consequence - Negative
ConsequenceScore model
Ruleset
Game Elements
3/6: Objective
1. Write down the objective in the game 2. Define challenges derived from the main objective 3. Develop the basic game-loop to fulfill challenges 4. Define levels for gradual growth in required skills
= Purpose, meaning, fun, replayable?
* Balancing the Flow gives the player a ‘Sense of Control’
Game Flow
Purpose
* Balancing the Flow gives the player a ‘Sense of Control’
Game Flow
Purpose
* Balancing the Flow gives the player a ‘Sense of Control’
PROGRESS
Game Flow
Purpose
Start Doing
* Balancing the Flow gives the player a ‘Sense of Control’
PROGRESS
Game Flow
Purpose
Start Doing
Experiment
* Balancing the Flow gives the player a ‘Sense of Control’
PROGRESS
Game Flow
Purpose
Start Doing
Experiment
Learn
* Balancing the Flow gives the player a ‘Sense of Control’
PROGRESS
Game Flow
Purpose
Mastery*
Start Doing
Experiment
Learn
* Balancing the Flow gives the player a ‘Sense of Control’
PROGRESS
Game Flow
4/6: Score-model
1. Which actions help the player to achieve the set challenges 2. Which actions limit the player from achieving the set challenges 3. How do we reward and punish these actions 4. Make sure the game shows Clear and Consistent Feedback
= Empowerment, sense of control, good feeling (flow)
5/6: Design document
1. Define the playground in detail *
2. Write a document that programmers understand (Tip: use schematics, structures and pictures)
3. Fill a dBase with your game loop mechanics, questions, answers, actions, scores, etc.
*(visual style, storyline, size, actions, rules, score model, feedback, text, dialogue, interface, sound design, music, animations, etc. )
6/6: Play-test
1. Play the game with your team 2. Play the game with strangers 3. Listen, learn, adjust, test = iterate! 4. The players are always right...
1. 100% Attention 2. Fun! 3. Voluntary 4. Active experience 5. Multi-sensory & Re-playable 6. Hours, weeks and potentially years of engagement 7. Immersion: suitable to address complex issues 8. Measurable effect!
Why use games?
The objective of this workshop was to experience the basics of game design
More information on www.brandnewgame.nl
And feel free to download my book
Game Over?
Book: www.brandnewplayground.com
Blog: www.gamingandbranding.com
Bizz: www.brandnewgame.nl
Twitter: @BartHufen #gamification
PLAY INGCONSULT
CONCEPT