Serious Games GAME ELEMENTS CRITIQUES AND RESEARCH AESTHETICS
- Slides: 16
Serious Games GAME ELEMENTS
CRITIQUES AND RESEARCH
AESTHETICS
AESTHETICS � 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
EMERGENT PLAY
ACTIONS (EMERGENT PLAY) � Operative and resultant � Number of actions � What you can act on � Ways to reach a goal � Number of objects � Side effects: changing constraints
ACTIONS (EMERGENT PLAY): THE VERBS � Two types: � Operative (movements) � Resultant (intents): capture strategy � Interesting games are defined by resultant actions KEYS: � Probably the key to innovative games � How to make the player feel they have unlimited options with limited actions
HOW TO IMPROVE EMERGENT PLAY �Add more actions �Let actions act on more objects �Multiple ways to reach a goal �Avoid �Many dominant strategies subjects (active objects) �Side effects changing constraints
SKILL AND CHANCE
SKILL � Types �Physical (sports, controllers) �Mental (problem solving) �Social (reading opponents, psyching opponents) � Goal is improvement � Real vs. virtual �Balance!
CHANCE: LITTLE BIT OF PROBABILITY � � � Probability = looked for possible outcomes OR = add probabilities AND = multiply probabilities Probability distributions Expected values
CHANCE: HOW IT PLAYS � Probability � Skill of understanding chance � Human element � NOT just expected value � Risks and regrets
RULES AND GOALS
RULES Foundational (abstraction) Operational (how you play) Conceptual Written Behavioral (how you act) Unwritten Sniderman
RULES � Different for Different Modes � Full game � Within game � Minimize time spent there or lose the bigger game � Enforcement � Players � Referees � Computer (architecture)
GOAL � Simply stated and understood � Between � Must a tag line and a tweet! be � Concrete � Achievable � Rewarding (both in gaining and seeking) � Choices: � Series or single � Short or long term � But if more than one, MUST be related
- Mda model game design
- Ideo pleasure design
- Serious game network
- Serious game definition
- Gamification vs serious games
- "serious games examples"
- A formal approach to game design and game research
- Types of games indoor and outdoor
- Serious game onboarding
- Challenge 1 astd
- Open serious game
- Beast and beauty aesthetics
- The hunger games chapter 22 questions and answers
- Law of similarity
- Racquel aesthetics
- The concept of aesthetics
- The aesthetics studio