9. http://20lin.es
Designer didn’t ask: is it fun to write? Or is it diffcult and boring? Also talking with my customers, who
are Cinema experts, its been hard to pass the message through: not everybody lives for movie
scriptwriting. 9
10. How can I talk about WW2 to today’s hurried reader?
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11. Twitter stories to movies. The loop write – publish – get an answer (or many) / get a like is short, and has
SURPRISES and EFFECTS beyond your action.
Social software for story composition.
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12. The problem: RTFM (Read The F...ing Manual)
Thursday, September 27,
12
2012
13. Gabriele Farina from aLittleb.it (Milan). This requires smartness, but it is also a quite natural application:
progress in documentation is linear, can be variously “locally” gamified.
13
28. 1. Just keep the ball in play
2. Make point rich hits
3. Reach goals
4. Complete the story
5. Not fun any more
Pinball game hermeneutics. Depth by progressive views.
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29. Game are made of loops
To analyze the mechanics of a game, you got to find the loops.
29
31. Stick
to
basics
These are some of the mechanics – plus status competition …
This is very important in order to establish deep contact with your users: find the deep motivation.
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32. Is this simple mechanic union relevant only for classical games?
Union of drawing – racing
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33. Drawing with your finger on the iPad is nice. Racing with small cars is beautiful.
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34. Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies
development, but is a plus here, not a minus.
34
35. Surprises
Flipper surprises us by say enabling additional bats Or by moving parts that were still. In videogames.
Using the same mechanics for different ends is usually very effective and preserves usability used so
far.
35
36. HEROICA
Heroica: the hero’s journey, becomes engaging through mini games – typically a DUEL. Race, mystery
solving. Most natural (and most difficoult) game design choice.
Interesting because of cross game gaming.
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37. “This game is engaging”
Engagement can be caused by disparate reasons:
1. Engagement because of s fun base mechanic
2. Engagement by using a virtual world projection mechanics
Engaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower defence,
verify the chapter in theory of fun), or by using a virtual world projection mechanics 37
39. “Fun is
about
learning in
a context
where there
is no
pressure”
But in school there is, and there has to be, pressure. There is here a dynamic.
http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
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40. the flow
The blurry edge between challenging and too difficoult.
There is the flow. We are tackling the tip of something complex. When we are
kept at the margin of our abilities – it’s the flow graph. So its complex,
there are exceptions everywhere. 40
50. Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
Thursday, September 27,
2012
54. A different auro to the zone term
“So annoying when I do jackpot”
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55. Casino Gaming Magazine: indded motivated in working Uis. How to make the user feel she’s winning
when she’s not”
The aim of game design is “get player EXTINCTION” – NO MONEY LEFT
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