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© Carrie Heeter, 2010
Foundations of Serious Games
Professor Carrie Heeter
© 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
© 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…
© Carrie Heeter, 2010
© 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)
© Carrie Heeter, 2010
 Missing Link
 History
 Ctrl Alt Del
© 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!
© 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
© 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.
© 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
© 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
© 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
© Carrie Heeter, 2010
 I’m happy to meet with any team or individual.
Just let me know.

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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…
  • 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.