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Week 9 LIVE Class 2010
1.
© Carrie Heeter,
2010 Foundations of Serious Games Professor Carrie Heeter
2.
© Carrie Heeter,
2010 GAME FOR CHANGE Daniel The McDonalds Game GAMES FOR LEARNING Kari Wolfquest Kristy Do I Have a Right INNOVATIVE INDIE GAME Derek Spectre NEXT WEEK: Mete Greg Kristine John
3.
© Carrie Heeter,
2010 Kristy, 91 points Kari, 51 points Daniel, 48 points Ted, 46 points Derek, 43 points Carolyn, 34 points Greg, 34 points Alan, 34 points Kristine, 30 points Steve, 25 points Example of poorly designed gamification…
4.
© Carrie Heeter,
2010
5.
© Carrie Heeter,
2010 8 9 10 11 12 13 14 Finals 10/27 11/3 11/10 11/17 11/24 12/1 12/5 12/15 playtest final game Meaningful Play report due Playtest report due Final project web site, game due Graded on quality of RESEARCH. A successful playtest informs important design CHANGES. (Confirming that your game was perfect would be a failed Playtest.) (no LIVE class)
6.
© Carrie Heeter,
2010 Missing Link History Ctrl Alt Del
7.
© Carrie Heeter,
2010 Week 9 Brainstorm again with a renewed, deeper understanding of your audience, the need, the content. Decide on a core game mechanic and direction Weeks 9 & 10 Continue research on all fronts Develop rough paper prototype of some aspect of your game, with a clear idea of the questions you want to answer. Your prototype is your hypothesis!
8.
© Carrie Heeter,
2010 Game Design Workshop Games for Change Toolkit Conduct and watch game analyses of ~30 games Indoctrinate to culture of iteration Practice envisioning and revising game ideas Assign you to fill yourselves with content and user knowledge
9.
© Carrie Heeter,
2010 Known domain, goals, player Brainstorm again, thinking freely about the game mechanic Notice how different brainstorming feels when you understand the problem space better and have a general direction.
10.
© Carrie Heeter,
2010 Try it out! (Remember our play acting exercise?) Central starting point: Is your game playable? Then you can tweak content and fun and values. PITFALL: making it too complicated
11.
© Carrie Heeter,
2010 Some experts even change them DURING a playtest, or between playtests A great prototype is one you can make quickly and change easily PITFALL: making it to polished
12.
© Carrie Heeter,
2010 Do what you say you will, on time. Everything takes longer than you think – allow time Communicate clearly. Call for help if you run into trouble. PITFALL: not being ready
13.
© Carrie Heeter,
2010 I’m happy to meet with any team or individual. Just let me know.
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