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Pac-Man (1982)

Pac-Man (1982). Game Design Best Practices. Story : What is going to happen next? Natural curiosity about humans. Justifies what you are doing, rather than red/green/blue cardkeys. Eye Candy / Ear Candy Next Goal that is clear, within-reach ("Just One More")

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Pac-Man (1982)

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  1. Pac-Man (1982)

  2. Game Design Best Practices • Story: What is going to happen next? Natural curiosity about humans. • Justifies what you are doing, rather than red/green/blue cardkeys. • Eye Candy / Ear Candy • Next Goal that is clear, within-reach ("Just One More") • Feeling of Constant Improvement • Collection / Hoarding (via Skinner Box)

  3. Skinner Box Operant conditioning with variable-ratio reward scheduling.

  4. Skinner Boxes

  5. Skinner Boxes

  6. Game Design Best Practices • Story: What is going to happen next? Natural curiosity about humans. • Justifies what you are doing, rather than red/green/blue cardkeys. • Eye Candy / Ear Candy • Next Goal that is clear, within-reach ("Just One More") • Feeling of Constant Improvement • Collection / Hoarding (via Skinner Box)

  7. A Question to Ask

  8. What is Boredom?

  9. What is Boredom? A healthy response to unproductive situations.

  10. Like simulated annealing…

  11. “It is better to be a conscious slave than a happy one.” The word “slave” clarifies the nature of the ultimate consequences being considered: they are exploitative and hence aversive. What the slave is to be conscious of is his misery; and a system of slavery so well designed that it does not breed revolt is the real threat.

  12. “The problem is to free men, not from control, but from certain kinds of control, and it can be solved only if our analysis takes all consequences into account. How people feel about control … does not lead to useful distinctions.”

  13. “Many of today's console games exert a time crush. They demand tens or even hundreds of hours of attention to complete, some or most of which often feels empty. In that respect, one could argue that many games seem to destroy time….

  14. “But social games do something even more violent: they also destroy the time we spend away from them... through obligation, worry, and dread over missed opportunities.” Ian Bogost

  15. A/B Split Testingto Maximize Profit

  16. A Spectrum of Games

  17. A Spectrum of Games

  18. Designer’s Defense: “We’re just giving people what they want… They’re having fun.”

  19. These really are“good game design” They are also extremely manipulative. How to respect the player?

  20. My personal approach

  21. an intensely personal game

  22. a game on a subject that interests me very much, right now

  23. the game that will impact players' lives in the way that I want, while still making a reasonable amount of money

  24. With respectcomes the possibility for open and honest communciation

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