9. Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
Wednesday, September 12,
2012
13. Fun is learning - but
learning is not always
fun.
“Fun is a feedback
we get in the mind
when absorbing
patterns for learning
purposes” - Koster
From “Theory of Fun”
18. Progressive views:
1.Just keep the ball in play
2.Make point rich hits
3.Reach goals
4.Complete the story
5.Solo not fun any more.
Can be fun just to show off
(high scores, show to friends).
Pinball game hermeneutics.
19. Game are made of loops
To analyze the mechanics of a game, you got to find the loops.
20. And loops are made of
surprises
http://en.wikipedia.org/wiki/Kinder_Surprise
21. 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.
22. Is this simple mechanic union relevant only for classical games?
Union of drawing – racing
23. Drawing with your figer on the iPad is nice. Racing with small cars is beautiful.
24. Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies
development, but is a plus here, not a minus.
25. 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.
26. 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.
27. “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
29. “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#!
30. 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. Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
Wednesday, September 12,
2012
44. A different auro to the zone term
“So annoying when I do jackpot”
.
45. 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
50. And from a
teacher’s
standpoint?
A positive lesson is
that games can be
an opportunity for
stats.
Videogames are a great opportunity for statistics. Statistics are way better than teachers reports
or impressions – see Kahneman…
61. Find a theme that it taught in school and
that you like. And that maybe you don’t like
how it is being thought. Reach as far as you
can in this scheme:
Your turn.
63. Estimation (sample)
- Game design (game loops), model
- Concept art
- Logo, naming
- Intro + options (only EN?) + theme music
- Company setup (friends)
- Running company
- Game strategic choices
- Getting professionals
- Press reviews
- Events (heuristics)
- Game engine
- Levels? Winning conditions?
- Jingles
- FB / Twitter integration
- Presentation site + documentation, leaderboards
- Balancing, testing
Production estimation. How much does a videogame cost? A lot:
Wednesday, September 12,
2012
64. Example phases for a brower game:
- Balsamiq mockup /game design
- JavaScript prototype
- Full game
- Promo ?
Dev phases.
Wednesday, September 12,
2012