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Game Design: From Rules To Craft 
Pietro Polsinelli 
@ppolsinelli 
These slides: http://bit.ly/rulescraft
Transformation 1/3 Games for Social Impact
Friday, November 28, 2014 
… to develop and implement a game infused e-learning tool to promote early access to services with neglect and abuse for young people on the move in Europe 
Mission. 
3
Kids becoming aware and capable of dealing with situations of neglect and abuse. 
4
Pick a mod, just change the labels ... 
5
Collateral story gets in the way of play. 
6
Designing Games for Social Impact RE-DESIGN
Inspired by ... 
8
Represent notions with characters 
9
Inspired by Dumb Ways To Die. Specific mechanics. 
10
Universe made of simple atoms 
11
Inspired by Dominions: cards are characters, actions, a universe.
Build up of awareness defines the game mechanics. 
13
Game loop: shit happens.
Deal with it and keep your universe together. 
15
Designing Games for Social Impact TIPS
Use cards. 
18
Cards constitute a universe, not just characters and actions. Also universal language. Developers, cards are objects – classes, instances, extensions.
More pervasive than it looks. 
20
Plants vs. Zombies (1) was born and prototyped as a card game – actually collectible card game.
Complexity trains strategic thinking. 
22
Distinction between input output randomness & unpredictability: from Randomness and Game Design
Use ramdomness sparingly. 
24
Games with simple relations and play mechanics are simpler to evolve. 
25
Minimal viable game.
Keep a good state in the loop AND 
supply an evolving story line.
Stories get deadly in loops. 
28
If Games Were Like Game Stories...
From Nick Case If Games Were Like Game Stories... 
Games don’t’ branch, they evolve.
Even branching games do not have branching at their core.
Interact early with concept art. 
32
Black and white games: “get ready for fight or flight”
What I say here is based on anecdotal evidence from working experience, no data no lab.
Applied games definition and theory
An applied game (serious game) is a game designed for a primary purpose other than pure entertainment. 
Take this as a sort of definition. Hard to say which are not serious. Note that in effort, style, problematic this changes little.
Self referential / Referring games 
Both may be good or bad. 
37
You will need full game design skils – and more - to create good games that teach something.
Shortcuts …
Game design is a specific profession. 
Image from Extra Credits.
Working in applied games is particularly complex / interesting because you are working in between systems. 
41
Motivational theory?
A game where you can’t win, and its not fun. 
43
This War of Mine
Each game is played because of a motivational framework defined by… the game itself. 
45
Transformation 2/6 Games for Health
Help people that are evolving towards a chronic desease by influencing behavior and disrupting this evolution. 
NDA  
47
Customer thinks (s)he knows what “game” means. This is a problem. 
48
Designing Games for Health RE-DESIGN
Friday, November 28, 2014 
Category, competition, avatar, war, reward, levels Vs. Inclusive, mentor, path, story, transformation 
A language change. 
50
Ian Bogost: gamification is bullshit. 
51
Redesigned by including negative feedback, turning avatar to mentor, building an AI.
Designing Games for Health TIPS
Distinguish (and then merge) projective experiences and couching.
Genre and inclusiveness.
Power of baptism. Comes in many forms... 
57
the greatest invention of the video game era was – and continues to be – “single-play”. 
Applied game’ customers often don’t get this. Independence, absence.
Beyond the avatar: Discarding the relatable avatar for a meaningful voice learning from poetry
Transformation 3/6 Games for Change
This is the communication context. Few really cares about global warming, we have to make people aware of consequences. 
61
Not so cool for not geeks. 
agent based model 
62
Designing Games for Change RE-DESIGN
Friday, November 28, 2014 
Dystopic future, like in The Curfew. “Lacking food water oil”, daily life has to change. 
64
How will you prepare breakfast without electricity? 
65
Variations on daily life habits due to external changes. 
66
Designing Games for Change TIPS
Emergence: a set of simple rules acting on many elements. The game is an emergent behaviour Progression: a predefined set of actions to be performed to complete the game 
68
Emergence / Progression 
Sim City, Braid.
70
So?
Become a game designer: study, prototype, release, loop
75
Sources www.gamasutra.com/blogs/KeithBurgun/20141015/227740/Randomness_and_Game_Design.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+ News%29 http://www.gamasutra.com/blogs/NickyCase/20140811/222467/If_Games_Were_Like_Game_Stories.php?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29 http://www.anglia.ac.uk/ruskin/en/home/microsites/global_sustainability_institute/our_research/resource_management.Maincontent.0021.file.tmp/Climate%2520Change_Resource%2520Scarcity_Conflict%252019-09.pdf http://www.aboutkidshealth.ca/En/Pages/default.aspx https://mysugr.com/ https://www.flickr.com/photos/littleloud/6725429655/in/photostream/ http://images4.fanpop.com/image/photos/24200000/Dominion-card-and-tile- games-24276844-502-405.jpg 
76
My twitter stream is mostly dedicated to game design http://twitter.com/ppolsinelli A blog on game design http://designagame.eu

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