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LTMS 531: Designing
Games & Simulations
Class 2
Review
Setting Expectations &
Establishing the Foundation
• Course Information
• Simulations vs. Games
• Serious Games vs.
Entertainment Games
• Instructional Design &
Game Design
1. What were some of the player elements
clearly present in the game you played
and the game you found?
2. How were those player elements
represented and how effectively were
they represented?
1. Which player type are you?
2. Were you surprised with the results and
why?
Player Types
Achievers
• prefer to gain
"points," levels,
equipment and
other concrete
measurements
• go to great lengths
to achieve rewards
that confer them
little or no
gameplay benefit
simply for the
prestige of having
it.
Explorers
• players who prefer
discovering areas,
creating maps and
learning about
hidden places
• feel restricted
when expected to
move on in a
certain time frame,
as that does not
allow them to look
around at their
own pace.
• find joy in
discovering an
unknown glitch or
a hidden easter
egg. Socializers
• gain the most
enjoyment by
interacting with
other players, and
on some occasions,
computer-
controlled
characters with
personality
• The game is merely
a tool they use to
meet others in-
game or outside of
it
Killers
• thrive on
competition with
other players, and
prefer fighting
them to scripted
computer-
controlled
opponents
Player Stats
Bartle
Number of Times Taken
796, 576
Most Common Result
Explorer
Most Unique Results
Socializer
ESA
Average age
30
Gender
55% Male; 45% Female
Multiplayer
62% play games with others
Chapter
Designing for Engagement
Fun Theory
Flow Theory
Mihály Csíkszentmihályi (pronounced chick-sent-me-high-ee)
Flow: Tense and release
Flow Theory
Platforms & Environments
• Analog
–Tabletop
–Physical
• Digital
–Arcade/café
–Console
–Computer
–Online
–Handheld
Serious Game Design Document
Serious Game/Simulation Pitch
LTMS 531: Designing
Games & Simulations
1. Create your game pitch

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LTMS 531 Week 2: Play, Flow, Fun, Platforms and Pitch

  • 1. LTMS 531: Designing Games & Simulations Class 2
  • 2. Review Setting Expectations & Establishing the Foundation • Course Information • Simulations vs. Games • Serious Games vs. Entertainment Games • Instructional Design & Game Design
  • 3. 1. What were some of the player elements clearly present in the game you played and the game you found? 2. How were those player elements represented and how effectively were they represented?
  • 4. 1. Which player type are you? 2. Were you surprised with the results and why?
  • 5. Player Types Achievers • prefer to gain "points," levels, equipment and other concrete measurements • go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it. Explorers • players who prefer discovering areas, creating maps and learning about hidden places • feel restricted when expected to move on in a certain time frame, as that does not allow them to look around at their own pace. • find joy in discovering an unknown glitch or a hidden easter egg. Socializers • gain the most enjoyment by interacting with other players, and on some occasions, computer- controlled characters with personality • The game is merely a tool they use to meet others in- game or outside of it Killers • thrive on competition with other players, and prefer fighting them to scripted computer- controlled opponents
  • 6. Player Stats Bartle Number of Times Taken 796, 576 Most Common Result Explorer Most Unique Results Socializer ESA Average age 30 Gender 55% Male; 45% Female Multiplayer 62% play games with others
  • 9.
  • 10. Flow Theory Mihály Csíkszentmihályi (pronounced chick-sent-me-high-ee)
  • 11. Flow: Tense and release
  • 13. Platforms & Environments • Analog –Tabletop –Physical • Digital –Arcade/café –Console –Computer –Online –Handheld
  • 16. LTMS 531: Designing Games & Simulations 1. Create your game pitch