We review Autography design as an exemplary case of persuasive application. We immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We then contrast it with superficial gamification efforts. We propose some guidelines for an effective process of cooperative design and process for these complex media productions.
43. Wednesday, March 29, 2017
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transformation
A language change.
43
45. Ian Bogost writes:
Gamification, I suggested, is primarily a practice
of marketers and consultants who seek to
construct and then exploit an opportunity for
benefit. …
As I’ve previously argued,“-ifying” things
“makes applying that medium to any given
purpose seem facile and automatic”
(From Why Gamification is Bullshit)
45
50. Develop from scratch a
custom built game or more
simply interactive
application that will
progressively familiarize
the player about a non
trivial topic.
50
51. Progression is built in the
application mechanic /
game loop, using an
analogy represented in the
graph below:
51
64. 64
Knowledge Base
The very first step is transforming the
available knowledge in a form that is
atomic, so that gameplay episodes can
express such parts.
Such atoms can make sense only in a flow,
or in a flow tree.
They can be in narrative form, as
dialogues, as questions / answers, any
form actually.
67. 67
Game mechanic:
an interaction of whole game
elements that can be described
by a very short algorithm
expressible in a short natural
language paragraph
71. “Let’s just clone that great
success and change the
words.”: the worst possible
smart idea.
Creating applied games by cloning existing
games is a very bad idea for a host of reasons.
71
72. -You will end up creating a uglier version
of an existing game, the latter acting as a
quality reference for the players who will
expect your applied game to be at least of
the same quality as the cloned one.
-The topic you want to lead the player too
is an obstacle to game play instead of
being built inside the mechanics.
- There will be a dis-alignment between
the game topic and the topic you care
about.
72
73. “We just need a
playable prototype, not a
complete game!”
A playable prototype of
the Space Shuttle is very
close to being the
finished Space Shuttle.
73
74. Lets do some minigames!
≈
Lets do some ugly games!
Lets hint to a mechanics
without developing it!
74
75. “We need the game’s
total cost upfront!”
Just pay for the (first)
game design and
concept. Minimize risk,
we both win!
#noestimates
75
76. “I am an art expert, hence I have
such cool ideas for the game
design.”
You didn’t consider:
inclusiveness, this game your
very kids are playing, NP-hard
combinatorics, that this and that
will cost immensely…
76
77. “We have to change this simple
thing and you ask for more
money?”
What kind of change is it?
Mutual understanding about the
difference say between change
of data and change of behaviour.
77
78. “The game is not teaching what I
wanted it to.”
“I am scared that they will accuse
the game of teaching the
opposite”
Pair with the designer. Connect
knowledge, learning and the
specific core mechanic and
narrative.
78
86. My twitter stream is
mostly dedicated to
game design
@ppolsinelli
A blog on game
design
designagame.eu
86
Hinweis der Redaktion
We'll review Autography's design as an exemplary case of persuasive application. We will immerse it in the context of applied and persuasive games built around gameful mechanics and interactive learning. We will then contrast it with superficial gamification efforts. We will propose some guidelines for an effective process of cooperative design and process for these complex media productions.
This is by Ian Bogost “Gamification is Bullshit”. We want to use game design proper, not gamification, for not strictly videoludical purposes.
The customer came with practically all the “ideas” on the right.
BY THE WAY writing a book on the process
Actually, the first idea mechanics / gameplay never worked.