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Designing a Good Game. COMP 585/185: Serious Games. Team project Game critiques Change in paper assignments Designing a good game. Today’s agenda. Serious games. Serious games are. games with a serious purpose beyond entertainment built for serious purpose used for serious purpose.
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Designing a Good Game COMP 585/185: Serious Games
Team project Game critiques Change in paper assignments Designing a good game Today’s agenda
Serious games are • games with a serious purpose beyond entertainment • built for serious purpose • used for serious purpose
What is a serious purpose? • Education • Training • Social change • Health education • Pain control • Rehabilitation • Business • Art Learning!
Play “work consists of whatever a body is obliged to do, and … play consists of whatever a body is not obliged to do.” Adventures of Tom Sawyer • Pretend The Magic Circle (Huizinga) • Goal Challenges Win, Loss, Termination • Rules Meanings, gameplay, sequence of play, goals, metarules What is a game?
TOY PUZZLE GAME PLAY GOAL RULES
What’s the difference? • Games: restrictive rules, limit-testing strategies • Toys: fantasy and free play. • Children • captivated by versatility of toys • Adults • lose interest in toys • Create games around toys • tactics, strategies, results Games vs. Toys (Schiesel 2008)
Gameplay Storytelling Aesthetics Novelty Learning Immersion Socializing KEY ELEMENTS
Challenges Risk/rewards Creative expressive play Actions Fairness Symmetry Competition/cooperation gameplay
Reach emotion, not just adrenaline • Key in all well-crafted entertainment • More specifically • Add to entertainment value • Wider audience • Keep interest • Marketing why stories in computer Games?
Are these the first interactive stories? • NO. Audience participation! • What does the player want? • New experience • New place • New person • New activity • Recommendation: learn good storytelling rules stories in computer Games
genre Considerations • Arcade games • Strategy games • First person shooter • RPG, adventure • Length • Characters • Realism • Emotional richness How much story do you need?
Style and skill, not beauty • Harmony • coherence and consistency • Harmony isn’t something that you can fake. … It’s a sensual, intuitive experience. It’s something you feel. … it doesn’t come from design committees ,,, And it never happens by accident or by luck. … Games with harmony emerge from a fundamental note of clear intention. Brian Moriarty aesthetics