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What
     is
Game Design?
A Two Fold Problem:

Interface             Fun
The Masochist Teapot
The Interface Issue
Feedback!!!
  Look at Nintendo and
  Valve products.
  Use graphical effects
  and sound to form better
  player understanding.
TF2 Examples
 Blood
    It doesn’t scale over distance.
    Deliberately moves outside
    thee silhouette

 The Spy Mask
    Various solutions
    Icon over the head
    The face mask
The Visual Language
Affordance
  How games
  actually speak
  to us.
  What is
  ‘possible’.
The Visual Language
The Visual Language
The Problem of ‘Fun’
Obvious In Hindsight
    But that’s too late!

Subjective
    Everybody’s got an
    opinion.

Raph Koster’s
  Theory of Fun
   About Learning
What Is A Game?

It has ‘rules’
A game is played, but you can
play without playing a game.
It has a ‘Quantifiable Outcome’
The Magic Circle
Goals & Rewards
Goals
   The motivate for the player.
   Doesn’t have to be the end result of the game.
   Isn’t always explicit

Rewards
   Ceremonies
   Meaningful Items to Show-off
   Achievements
Different Player Types
Understand there isn’t one
‘perfect user’
Richard Bartle’s MUD Player Model
    Achiever
    Explorer
    Socialiser
    Killer

Girl Gamers?
Play Testing!


The Boring Truth
Techniques that Miyamoto used
Value Too!
The Only Real Way to Tell
The Future of Game Design


Casual ‘Learning’ Games
    ‘Wii Fit’ and ‘Cooking Guide’.

More Analogue Expressions
    Little Big Planet

Game Rules As Art
    The Marriage
    Braid
Casual Learning Games
More Expressive Input
Game Rules As Expression

Expresses
Married Life
Through
Games Rules
and
structure.
Reverse time mechanic
supports narrative.
Some Further Reading

A Theory of Fun
   For Game Design


Rules of Play
    Game Design Fundamentals


The Design of
          Everyday Things

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