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Basics of Game Design
                         by Carolina Islas Sedano
                      PhD student at the University of Eastern Finland




Sunday, 27 May 2012
About me...
  My academic background
                             1. BSc
                             Electronic
                             Engineering
                             in Mexico


                                                                  Source image

             2. MSc.                                 3. PhD.
             Communication
                                                     Educational
             and Media
                                                     Technologies
             Engineering
                                                     Research Group
             in Germany
                                  2
                                                     in Finland
carolina islas sedano                 Source image             JTELSS, 2012
Sunday, 27 May 2012
Workshop assumptions
      • (i) everybody has played
        games
                                                     Technology
      • (ii) potentially everybody has
        the capability to design
                                                      Learning
        games,                           Education                Game
                                                                  Design



      • (iii) the awareness of the
                                                      Context

        game development
        opportunities and needs in
        TEL community.
Sunday, 27 May 2012
Workshop aim


                      • to build an understanding of the basic
                        concepts in game design.




Sunday, 27 May 2012
How to achieve the workshop’s aim

                      • Offer a brief presentation
                         • History
                         • Serious Games
                         • Game Design Basic Concepts
                         • Designing Game Tips
                      • Hands on
                         • Design a game
                         • Evaluate your designs
                      • Discussion
Sunday, 27 May 2012
preview: Hands on

 • Create a turn-based game for two players.

 • The game has to help the player to
   understand/learn something. You can choose
   the topic.

 • The game will be designed in 15 minutes.

 • The gameplay will occur within an A3 surface.

 • Turns or moves may be signaled by either a
   six sided dice (D6) or a coin. (I offer: A3
   surface, color papers, pencil colors, dices)
Sunday, 27 May 2012
History
                      Brief Presentation




Sunday, 27 May 2012
Reference point

                                                                       Playing manifestations:
                                                                      • Being playful
                                                                      • Ludic activities [ludus
                                                                        is latin word of play]
                                                                      • Gameplay

                                     Figure from Islas Sedano, 2012


                                                                      Source: Salen and Zimmerman (2004).
  Further reading: Walther, K. (2003) Playing and Gaming
                                                                      Defining Play. In Rules of Play. Game Design
  Reflections and Classifications. Game Studies Journal Vol 3
                                                                      Fundamentals. MIT Press
  issue 1
                                                                 8
Sunday, 27 May 2012
Question #1
                      How old games are?
                          1. aprox. 60 years old
                          2. aprox. 1000 years old
                          3. aprox. 2000 years old
                          4. as old as our civilizations
                          5. other

                                         9
carolina islas sedano                                      JTELSS, 2012
Sunday, 27 May 2012
How old games are?




                      10
Sunday, 27 May 2012
How old games are?

                      “The fact that play and culture
                      are actually interwoven with
                      one another was neither
                      observed nor expressed, whereas
                      for us the whole point is to
                      show that genuine, pure play is
                      one of the main bases of
                      civilization.” Huizinga, 1938.


                      10
Sunday, 27 May 2012
Meta classification

                      Do you know the following
                      terms:

                      agôn, alea, mimicry, ilinx,
                      paidia and ludus.




                      11
Sunday, 27 May 2012
Digital Game origins




                  1958                1961
                  Wally           Steve Rusell
              Higginbotham         Spacewar!

                             12
carolina islas sedano                        JTELSS, 2012
Sunday, 27 May 2012
Digital Games

     • Video games (consoles, computer games, MMO)
     • Mobile games
     • Location-based games* (e.g. visions with Augmented Reality)
     • Pervasive games* (IPerG)
     • ARG (Alternate Reality Games)*
                                                           * transmedia

                                    13
carolina islas sedano                                         JTELSS, 2012
Sunday, 27 May 2012
Serious Games
                        Brief Presentation




Sunday, 27 May 2012
Serious games history
                      • Edutainment
                         • First weave aprox. 1954 with
                           Disneyland
                          • Second weave in the 1980’s while
                       Disney believed thatspread should be
                               PC started to children
                       allowed togames their own individuality,
                      • Serious     explore
                       have fun, and learn by personal experience
                          • End of the 1990s with Game Studies.
                       (Hawk, 2003)


                                          15
Sunday, 27 May 2012
Serious games history
                      • Edutainment
                         • First weave aprox. 1954 with
                           Disneyland
                         • Second weave in the 1980’s while
                           PC started to spread
         "[t]he problem is with the way that creators of today's edutainment producers tend to
                      • Serious games
         think about learning and education. Too often, they view education as a bitter
         medicine that needs the sugar-coating of entertainment to become palatable. They
         provide entertainment as reward if you are willing to suffer through a little education.
                         • End of the 1990s with Game Studies.
         Or they boast that you will have so much fun using their products that you won't even
         realize that you are learning — as if learning were the most unpleasant experience in
         the world" (Resnick, 2006).                16
Sunday, 27 May 2012
Serious games history
                      • Edutainment
                         • First weave aprox. 1954 with
                           Disneyland
                         • Second weave in the 1980’s while PC
                           started to spread
                      • Serious games
                         • The term starts to be often used at the
                           end of the 1990s with Game Studies.
                                          17
Sunday, 27 May 2012
Today’s arguments in serious games
          Lindroth (2011). Games, Learning and Education Course.
          Göthenburg University. He mentions:
  • Side effects of the technology.
    For instance, while players play, they gain new literacy skills
    from digital games, such as multitasking (e.g. Prensky, 2000.
    Digital Game-based learning)

  • Players acquire knowledge as a side effect of their gameplay.
    For instance, multimodal representations of a subject (e.g.
    Gee, 2003. What video game have to teach us about learning and
    literacy)
                                       18
Sunday, 27 May 2012
Serious games from game designers perspective
 (based on Brathwaite & Schreiber, 2009)


                      • Training games
                      • Health games
                      • Advergames and anti-advergames
                      • Social-awareness games, persuasive games
                        (Ian Bogost)
                      • Games as a teaching tool (e.g. game design
                        workshops, inspirational tool as the Myst
                        platform, MindcraftEdu)
                                         19
Sunday, 27 May 2012
Challenges for serious games
      • Difficult making games that teach and are fun
      • Conflict between educational goals and the
        characteristics of games
      • Efficiency in games (less efficient than other
        methodologies)
      • Educators’ negative believes about games
      • Misinterpretations of Gamification
                              20
Sunday, 27 May 2012
Game Design Basic Concepts
                      Basic and Brief Presentation




Sunday, 27 May 2012
System.... (in engineering)
           ..... is a combination of components that act jointly to achieve
           a specific objective.




                                         22
carolina islas sedano                                            JTELSS, 2012
Sunday, 27 May 2012
System.... (in engineering)
           ..... is a combination of components that act jointly to achieve
           a specific objective.




Ogata, K. (1987) Dynamic Systems.
             Page 417
                                         22
carolina islas sedano                                            JTELSS, 2012
Sunday, 27 May 2012
System lexicon (engineering)
           A component is a particular unit in the function of a
           system.

           A system can be call dynamic when the output
           depends of an input from the past. That means, systems
           are changing states or moving constantly to be useful.
           Example: vehicles, entertainment equipment (TV, radio),
           computers.

           A static system is constant. Example: buildings, bridges,
           furniture.
                                      23
carolina islas sedano                                      JTELSS, 2012
Sunday, 27 May 2012
Defining Games
                      Games are dynamics systems of
                      interaction approached with a playful
                      attitude.
                      Games consist of
                        • Game components often includes
                           aesthetics, story, technology
                        • Game mechanics
                                         24
carolina islas sedano                                      JTELSS, 2012
Sunday, 27 May 2012
Technology is...


                      .... essentially the medium in which the
                      aesthetics take place, in which the mechanics
                      will occur, and which the story will be told
                      (Schell, 2008 pg 42).




                                           25
carolina islas sedano                                          JTELSS, 2012
Sunday, 27 May 2012
Bonus: Gartner Hype Cycle




                             Figure source here


                        26
carolina islas sedano         JTELSS, 2012
Sunday, 27 May 2012
Digital technology for this workshop




                      27         photo source
Sunday, 27 May 2012
Game mechanics
               • Game mechanics are the core of the
                 game.
               • Taxonomies of game mechanics are
                 incomplete.
                      Why?
                      a) involve objective set of rules
                      b) involve mental models of the players.
                                          28
carolina islas sedano                                       JTELSS, 2012
Sunday, 27 May 2012
Game mechanics bonus




                        29
carolina islas sedano        JTELSS, 2012
Sunday, 27 May 2012
What do designers do?

         • Everything we have around us has been designed (Cross, 2006)

         • The ability of designers to produce efficient, effective,
           imaginative and stimulating designs is therefore important
           to all of us (Cross, 2006).

      Source: Cross, N.(2006). Designerly ways of knowing.




                                                             30
carolina islas sedano                                             JTELSS, 2012
Sunday, 27 May 2012
Game design

          Game design is the process of creating the content and
          rules of a game. Good game design is the process of
          creating goals that a player feels motivated to reach
          and rules that a player must follow as he makes
          meaningful decisions in pursuit of those goals. (Brathwaite
          & Schreiber, 2009)




                                     31
carolina islas sedano                                     JTELSS, 2012
Sunday, 27 May 2012
Designing Games Tips
                             Brief Presentation


                      Remember: we design for players!

                         DESIGNER CREATES AN
                      EXPERIENCE FOR THE PLAYERS
Sunday, 27 May 2012
Ways to think or frame about the game of
  Chess

               1. Strictly a strategic and
                  mathematical system.




              Source: Salen and Zimmerman (2004). Game
              Design Fundamentals. MIT Press


                                                         33
Sunday, 27 May 2012
Ways to think or frame about the game of
  Chess

               1. Strictly a strategic and
                  mathematical system.

               2. System of interaction
                  between players and
                  the game.



              Source: Salen and Zimmerman (2004). Game
              Design Fundamentals. MIT Press


                                                         33
Sunday, 27 May 2012
Ways to think or frame about the game of
  Chess

               1. Strictly a strategic and
                  mathematical system.

               2. System of interaction
                  between players and
                  the game.



              Source: Salen and Zimmerman (2004). Game
              Design Fundamentals. MIT Press
                                                              Source photo geograph
                                                         33
Sunday, 27 May 2012
Taxonomy of Game Mechanics
  suggested by Schell.

                      1. Space
                      2. Object, attribute and states
                      3. Actions
                      4. Rules
                      5. Skills
                      6. Chance

                                           34
carolina islas sedano                                   JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #1: Space




               • Are either discrete or continuos
               • Have some number of dimensions
               • Have bounded areas which may or may
                 not be connected



                                    35
carolina islas sedano                               JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #1: Space


                      Examples:




         Source image tic-tac-toe        Source image pool table
                                    36
carolina islas sedano                                       JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #1: Space

  Examples:




                             Figure based on Schell’s concept
                        37
carolina islas sedano                   JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #2: Object, Attributes and States




               • Objects: characters, tokens, scoreboards,
                 anything that can be seen or manipulated
                 in your game. Objects have one or more
                 attributes, one of which is often the
                 current position in the game space



                                    38
carolina islas sedano                                JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #2: Object, Attributes and States



          • Attributes are categories of information
            about an object.
          • Each attribute has a current state.




                                 39
carolina islas sedano                             JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #2: Object, Attributes and States




                        Source image monopoly

                                 40
carolina islas sedano                           JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #2: Object, Attributes and States TIP




                                  SECRETS
                      Who is aware of which attributes and
                      their states?




                                        41
carolina islas sedano                                    JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #2: Object, Attributes and States TIP



                                                      fates
                                               game
                                    Player 3
                                        C        D            E
                        Player 1
                                     A B


                                   Player 2




                                                          Figure based on Schell’s concept
                                      42
carolina islas sedano                                                JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #3: Actions


               • Operative actions - simple actions that
                 the player can take.




                                            Source image checkers
                                    43
carolina islas sedano                                      JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #3: Actions


               • Resultant actions - are only meaningful
                 in the larger picture of the game.
                      Resultant actions are not part of the
                      rules, but rather actions and strategies
                      that emerge as the game is played.
                      Interesting emergent actions are the hallmark
                      of a good game. (Schell, 2008)

                                          44
carolina islas sedano                                         JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #4: Rules




               • Fundamental mechanic.
               • Define the space, the objects, the actions,
                 the consequences of the actions, the
                 constrains on the actions and the goals.



                                     45
carolina islas sedano                                  JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #4: Rules



               • Most important rule specify the game’s
                 goal:
                        1) Concrete
                        2) Achievable
                        3) Rewarding


                                        46
carolina islas sedano                               JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #5: Skill


  • Mechanic that focuses on the player instead of on
    the game. Skills can be general be divided in:
                 1) Physical skills
                 2) Mental skills
                 3) Social skills
  • Pay attention in the distinction between real skill
    VS virtual skill
                                      47
carolina islas sedano                          JTELSS, 2012
Sunday, 27 May 2012
Schell’s Taxonomy
  Mechanic #6: Chance




               • Chance = uncertainty = surprise.
                      • mathematical perspective
                      • perceived probability (human
                        element)



                                     48
carolina islas sedano                                  JTELSS, 2012
Sunday, 27 May 2012
Mathematical perspective
  3 basic tips

      1. Suggestion to scale 0 to 1 (0% to 100%)
             -10% winning? or 124.12 % of chance of win
      2. OR can mean Add
             4/52 + 12/52 = 16/52 = 30.76%
             (13 cards - 1 of the ace = 12)


                                     49
Sunday, 27 May 2012
Mathematical perspective
  3 basic tips
      3. Probability distribution
             What actions do you want to
             have more/less often in your
             game?
             Analyze the expected value
             for specific transactions in
             the game.

                                            photo source



                                     50
Sunday, 27 May 2012
Perceived probability...
  • Game A:
      66% chance of winning $2400
      33% chance of winning $2500
      1% chance of winning $0
      Expected value of game:
      (0.66x$2400)+(0.33x$2500)+(0.01x$0)=$2409
  • Game B:
      100% chance of winning $2400
      Expected value of the game:
      (1x$2400)=$2400
                           51
Sunday, 27 May 2012
Perceived probability...
           Kahneman and Tversky (psychologists) study
           how we can under-estimate and over-estimate
           situations:
            Cause of death      estimated chance   actual chance
       heart disease                  22%              34%
       cancer                         18%              23%
       other natural causes           33%              35%
       accident                       32%               5%
       homicide                       10%               1%
       other unnatural causes         11%               2%

                                      52
Sunday, 27 May 2012
Game dynamics
                      Once players are playing the game is possible
                      to see the game mechanics in movement,
                      because the game dynamics unveil.
                      Game dynamics allow game designers to
                      balance the game with different choices, for
                      example:
                         • rewards VS punishment,
                         • skill VS chance,
                         • competition VS cooperation,
                         • short VS long, ....
                                           53
carolina islas sedano                                          JTELSS, 2012
Sunday, 27 May 2012
Hands on part I: DESIGN

 •       Create a turn-based game for two players.

 •       The game has to help the player to understand/learn something. You can choose
         the topic.

 •       The game will be designed in 15 minutes.

 •       The gameplay will occur within an A3 surface.

 •       Turns or moves may be signaled by either a six sided dice (D6) or a coin. (I offer:
         A3 surface, color papers, pencil colors, dices)

 •       Think on the:
             • Space,
             • Object, attributes and states,
             • Actions,
             • Rules,
             • Skills,
             • Chance

 •       I recommend to balance skill VS chance!

 •       Remember the game is for a player!!!!

 •       Deliver paper prototype which will be played in the next phase.

Sunday, 27 May 2012
Question might help in the design:

           1. Is the goal clear for the players in the game?
           2. What skills does the game require from the
              player?
           3. What sort of emotions is the game trying to
              evoke in the player?
           4. What should the player take away from the
              game?
           5. What sort of control will the player have over
              the game-world?
           6. How is this game unique?
           7. What do you want the players to understand/
              learn?
                                   55
Sunday, 27 May 2012
Thank you for your attention




Sunday, 27 May 2012

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2012 JTEL - Workshop: Basics of Game Design

  • 1. Basics of Game Design by Carolina Islas Sedano PhD student at the University of Eastern Finland Sunday, 27 May 2012
  • 2. About me... My academic background 1. BSc Electronic Engineering in Mexico Source image 2. MSc. 3. PhD. Communication Educational and Media Technologies Engineering Research Group in Germany 2 in Finland carolina islas sedano Source image JTELSS, 2012 Sunday, 27 May 2012
  • 3. Workshop assumptions • (i) everybody has played games Technology • (ii) potentially everybody has the capability to design Learning games, Education Game Design • (iii) the awareness of the Context game development opportunities and needs in TEL community. Sunday, 27 May 2012
  • 4. Workshop aim • to build an understanding of the basic concepts in game design. Sunday, 27 May 2012
  • 5. How to achieve the workshop’s aim • Offer a brief presentation • History • Serious Games • Game Design Basic Concepts • Designing Game Tips • Hands on • Design a game • Evaluate your designs • Discussion Sunday, 27 May 2012
  • 6. preview: Hands on • Create a turn-based game for two players. • The game has to help the player to understand/learn something. You can choose the topic. • The game will be designed in 15 minutes. • The gameplay will occur within an A3 surface. • Turns or moves may be signaled by either a six sided dice (D6) or a coin. (I offer: A3 surface, color papers, pencil colors, dices) Sunday, 27 May 2012
  • 7. History Brief Presentation Sunday, 27 May 2012
  • 8. Reference point Playing manifestations: • Being playful • Ludic activities [ludus is latin word of play] • Gameplay Figure from Islas Sedano, 2012 Source: Salen and Zimmerman (2004). Further reading: Walther, K. (2003) Playing and Gaming Defining Play. In Rules of Play. Game Design Reflections and Classifications. Game Studies Journal Vol 3 Fundamentals. MIT Press issue 1 8 Sunday, 27 May 2012
  • 9. Question #1 How old games are? 1. aprox. 60 years old 2. aprox. 1000 years old 3. aprox. 2000 years old 4. as old as our civilizations 5. other 9 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 10. How old games are? 10 Sunday, 27 May 2012
  • 11. How old games are? “The fact that play and culture are actually interwoven with one another was neither observed nor expressed, whereas for us the whole point is to show that genuine, pure play is one of the main bases of civilization.” Huizinga, 1938. 10 Sunday, 27 May 2012
  • 12. Meta classification Do you know the following terms: agôn, alea, mimicry, ilinx, paidia and ludus. 11 Sunday, 27 May 2012
  • 13. Digital Game origins 1958 1961 Wally Steve Rusell Higginbotham Spacewar! 12 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 14. Digital Games • Video games (consoles, computer games, MMO) • Mobile games • Location-based games* (e.g. visions with Augmented Reality) • Pervasive games* (IPerG) • ARG (Alternate Reality Games)* * transmedia 13 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 15. Serious Games Brief Presentation Sunday, 27 May 2012
  • 16. Serious games history • Edutainment • First weave aprox. 1954 with Disneyland • Second weave in the 1980’s while Disney believed thatspread should be PC started to children allowed togames their own individuality, • Serious explore have fun, and learn by personal experience • End of the 1990s with Game Studies. (Hawk, 2003) 15 Sunday, 27 May 2012
  • 17. Serious games history • Edutainment • First weave aprox. 1954 with Disneyland • Second weave in the 1980’s while PC started to spread "[t]he problem is with the way that creators of today's edutainment producers tend to • Serious games think about learning and education. Too often, they view education as a bitter medicine that needs the sugar-coating of entertainment to become palatable. They provide entertainment as reward if you are willing to suffer through a little education. • End of the 1990s with Game Studies. Or they boast that you will have so much fun using their products that you won't even realize that you are learning — as if learning were the most unpleasant experience in the world" (Resnick, 2006). 16 Sunday, 27 May 2012
  • 18. Serious games history • Edutainment • First weave aprox. 1954 with Disneyland • Second weave in the 1980’s while PC started to spread • Serious games • The term starts to be often used at the end of the 1990s with Game Studies. 17 Sunday, 27 May 2012
  • 19. Today’s arguments in serious games Lindroth (2011). Games, Learning and Education Course. Göthenburg University. He mentions: • Side effects of the technology. For instance, while players play, they gain new literacy skills from digital games, such as multitasking (e.g. Prensky, 2000. Digital Game-based learning) • Players acquire knowledge as a side effect of their gameplay. For instance, multimodal representations of a subject (e.g. Gee, 2003. What video game have to teach us about learning and literacy) 18 Sunday, 27 May 2012
  • 20. Serious games from game designers perspective (based on Brathwaite & Schreiber, 2009) • Training games • Health games • Advergames and anti-advergames • Social-awareness games, persuasive games (Ian Bogost) • Games as a teaching tool (e.g. game design workshops, inspirational tool as the Myst platform, MindcraftEdu) 19 Sunday, 27 May 2012
  • 21. Challenges for serious games • Difficult making games that teach and are fun • Conflict between educational goals and the characteristics of games • Efficiency in games (less efficient than other methodologies) • Educators’ negative believes about games • Misinterpretations of Gamification 20 Sunday, 27 May 2012
  • 22. Game Design Basic Concepts Basic and Brief Presentation Sunday, 27 May 2012
  • 23. System.... (in engineering) ..... is a combination of components that act jointly to achieve a specific objective. 22 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 24. System.... (in engineering) ..... is a combination of components that act jointly to achieve a specific objective. Ogata, K. (1987) Dynamic Systems. Page 417 22 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 25. System lexicon (engineering) A component is a particular unit in the function of a system. A system can be call dynamic when the output depends of an input from the past. That means, systems are changing states or moving constantly to be useful. Example: vehicles, entertainment equipment (TV, radio), computers. A static system is constant. Example: buildings, bridges, furniture. 23 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 26. Defining Games Games are dynamics systems of interaction approached with a playful attitude. Games consist of • Game components often includes aesthetics, story, technology • Game mechanics 24 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 27. Technology is... .... essentially the medium in which the aesthetics take place, in which the mechanics will occur, and which the story will be told (Schell, 2008 pg 42). 25 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 28. Bonus: Gartner Hype Cycle Figure source here 26 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 29. Digital technology for this workshop 27 photo source Sunday, 27 May 2012
  • 30. Game mechanics • Game mechanics are the core of the game. • Taxonomies of game mechanics are incomplete. Why? a) involve objective set of rules b) involve mental models of the players. 28 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 31. Game mechanics bonus 29 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 32. What do designers do? • Everything we have around us has been designed (Cross, 2006) • The ability of designers to produce efficient, effective, imaginative and stimulating designs is therefore important to all of us (Cross, 2006). Source: Cross, N.(2006). Designerly ways of knowing. 30 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 33. Game design Game design is the process of creating the content and rules of a game. Good game design is the process of creating goals that a player feels motivated to reach and rules that a player must follow as he makes meaningful decisions in pursuit of those goals. (Brathwaite & Schreiber, 2009) 31 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 34. Designing Games Tips Brief Presentation Remember: we design for players! DESIGNER CREATES AN EXPERIENCE FOR THE PLAYERS Sunday, 27 May 2012
  • 35. Ways to think or frame about the game of Chess 1. Strictly a strategic and mathematical system. Source: Salen and Zimmerman (2004). Game Design Fundamentals. MIT Press 33 Sunday, 27 May 2012
  • 36. Ways to think or frame about the game of Chess 1. Strictly a strategic and mathematical system. 2. System of interaction between players and the game. Source: Salen and Zimmerman (2004). Game Design Fundamentals. MIT Press 33 Sunday, 27 May 2012
  • 37. Ways to think or frame about the game of Chess 1. Strictly a strategic and mathematical system. 2. System of interaction between players and the game. Source: Salen and Zimmerman (2004). Game Design Fundamentals. MIT Press Source photo geograph 33 Sunday, 27 May 2012
  • 38. Taxonomy of Game Mechanics suggested by Schell. 1. Space 2. Object, attribute and states 3. Actions 4. Rules 5. Skills 6. Chance 34 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 39. Schell’s Taxonomy Mechanic #1: Space • Are either discrete or continuos • Have some number of dimensions • Have bounded areas which may or may not be connected 35 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 40. Schell’s Taxonomy Mechanic #1: Space Examples: Source image tic-tac-toe Source image pool table 36 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 41. Schell’s Taxonomy Mechanic #1: Space Examples: Figure based on Schell’s concept 37 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 42. Schell’s Taxonomy Mechanic #2: Object, Attributes and States • Objects: characters, tokens, scoreboards, anything that can be seen or manipulated in your game. Objects have one or more attributes, one of which is often the current position in the game space 38 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 43. Schell’s Taxonomy Mechanic #2: Object, Attributes and States • Attributes are categories of information about an object. • Each attribute has a current state. 39 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 44. Schell’s Taxonomy Mechanic #2: Object, Attributes and States Source image monopoly 40 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 45. Schell’s Taxonomy Mechanic #2: Object, Attributes and States TIP SECRETS Who is aware of which attributes and their states? 41 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 46. Schell’s Taxonomy Mechanic #2: Object, Attributes and States TIP fates game Player 3 C D E Player 1 A B Player 2 Figure based on Schell’s concept 42 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 47. Schell’s Taxonomy Mechanic #3: Actions • Operative actions - simple actions that the player can take. Source image checkers 43 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 48. Schell’s Taxonomy Mechanic #3: Actions • Resultant actions - are only meaningful in the larger picture of the game. Resultant actions are not part of the rules, but rather actions and strategies that emerge as the game is played. Interesting emergent actions are the hallmark of a good game. (Schell, 2008) 44 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 49. Schell’s Taxonomy Mechanic #4: Rules • Fundamental mechanic. • Define the space, the objects, the actions, the consequences of the actions, the constrains on the actions and the goals. 45 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 50. Schell’s Taxonomy Mechanic #4: Rules • Most important rule specify the game’s goal: 1) Concrete 2) Achievable 3) Rewarding 46 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 51. Schell’s Taxonomy Mechanic #5: Skill • Mechanic that focuses on the player instead of on the game. Skills can be general be divided in: 1) Physical skills 2) Mental skills 3) Social skills • Pay attention in the distinction between real skill VS virtual skill 47 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 52. Schell’s Taxonomy Mechanic #6: Chance • Chance = uncertainty = surprise. • mathematical perspective • perceived probability (human element) 48 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 53. Mathematical perspective 3 basic tips 1. Suggestion to scale 0 to 1 (0% to 100%) -10% winning? or 124.12 % of chance of win 2. OR can mean Add 4/52 + 12/52 = 16/52 = 30.76% (13 cards - 1 of the ace = 12) 49 Sunday, 27 May 2012
  • 54. Mathematical perspective 3 basic tips 3. Probability distribution What actions do you want to have more/less often in your game? Analyze the expected value for specific transactions in the game. photo source 50 Sunday, 27 May 2012
  • 55. Perceived probability... • Game A: 66% chance of winning $2400 33% chance of winning $2500 1% chance of winning $0 Expected value of game: (0.66x$2400)+(0.33x$2500)+(0.01x$0)=$2409 • Game B: 100% chance of winning $2400 Expected value of the game: (1x$2400)=$2400 51 Sunday, 27 May 2012
  • 56. Perceived probability... Kahneman and Tversky (psychologists) study how we can under-estimate and over-estimate situations: Cause of death estimated chance actual chance heart disease 22% 34% cancer 18% 23% other natural causes 33% 35% accident 32% 5% homicide 10% 1% other unnatural causes 11% 2% 52 Sunday, 27 May 2012
  • 57. Game dynamics Once players are playing the game is possible to see the game mechanics in movement, because the game dynamics unveil. Game dynamics allow game designers to balance the game with different choices, for example: • rewards VS punishment, • skill VS chance, • competition VS cooperation, • short VS long, .... 53 carolina islas sedano JTELSS, 2012 Sunday, 27 May 2012
  • 58. Hands on part I: DESIGN • Create a turn-based game for two players. • The game has to help the player to understand/learn something. You can choose the topic. • The game will be designed in 15 minutes. • The gameplay will occur within an A3 surface. • Turns or moves may be signaled by either a six sided dice (D6) or a coin. (I offer: A3 surface, color papers, pencil colors, dices) • Think on the: • Space, • Object, attributes and states, • Actions, • Rules, • Skills, • Chance • I recommend to balance skill VS chance! • Remember the game is for a player!!!! • Deliver paper prototype which will be played in the next phase. Sunday, 27 May 2012
  • 59. Question might help in the design: 1. Is the goal clear for the players in the game? 2. What skills does the game require from the player? 3. What sort of emotions is the game trying to evoke in the player? 4. What should the player take away from the game? 5. What sort of control will the player have over the game-world? 6. How is this game unique? 7. What do you want the players to understand/ learn? 55 Sunday, 27 May 2012
  • 60. Thank you for your attention Sunday, 27 May 2012