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Frankly, Green + Webb
@marthasadie
Frankly, Green + Webb
Frankly, Green + Webb
Frankly, Green + Webb
Frankly, Green + Webb
Frankly, Green + Webb
Frankly, Green + Webb
Why games?
•Gameplay is engagement
•Gameplay is learning
•Games can reach a large
audience
•Museum content can make great
games (interesting subjects,
objects and stories)
Frankly, Green + Webb
What’s going wrong?
•Lack of digital and games knowhow or dedicated
resource
•Specifically a lack of understanding of the game
design process from clients
•Lengthy crippling sign off processes
•A lack of flexibility in the game design process
linked to funding structures - often decisions
are made before games experts have had a chance
to feed in and then are locked in.
•Small budgets or tight schedules that don’t
allow for testing and development
•A poor fit between objectives and outcomes of
the game – little learning or engagement
•Lack of understanding about the audience
•Failure to market – nobody played it
•No shared learning or insight passed on.
Frankly, Green + Webb
Frankly, Green + Webb
What’s going wrong?
•Lack of digital and games knowhow or dedicated
resource
•Specifically a lack of understanding of the game
design process from clients
•Lengthy crippling sign off processes
•A lack of flexibility in the game design process
linked to funding structures - often decisions
are made before games experts have had a chance
to feed in
•A poor fit between objectives and outcomes of
the game – little learning or engagement
•Lack of audience understanding
•Small budgets or tight schedules that don’t
allow for testing and development
•Failure to market – nobody played it
•No shared learning or insight passed on.
Frankly, Green + Webb
Frankly, Green + Webb
Roflpillar by Lucky Frame
Frankly, Green + Webb
Frankly, Green + Webb
What is a game?
A game is a:
• simplified
• fair,
• fascinating,
• empowering
• and enclosed world
• whose purpose is to provide structured
play through
• moderated yet unscripted actions and
• learnable dynamics
• with the goal of winning through
victory or achievement
- Tadgh Kelly
Frankly, Green + Webb
What is a game?
Games are belief engines. Games are canvases for stories in motion.
Games are a challenge and a learning activity. Games are ideas. Games
are explorations both intellectual and meaningful. Games are positive.
Games make life better. Games help you feel success when all around
you is grey and confusing. Games are change. Games are illuminating.
Games are insightful. Games are irreverent. Games are very old. Games
are very new. Games are tests. Games are addictive. Games are
pressure. Games are motivational, inspirational and educational. Games
are fun. Games are exercise. Games are good for body and soul. Games
are about you. Games are projections. Games are worlds which we
superimpose on this world in order to escape or make sense of it.
Games are dynamic, chaotic and delightful. Games are there to be
mastered, used up and then forgotten. Games are participatory,
cultural and shared. Games are demanding. Games are emotive. Games are
sometimes indescribable and yet all too real. Games are made, but more
than the sum of their made parts. Games are a constant source of the
strange. Games are risky. Games are playful. Games are one of the key
experiences that life is for. Games are brilliant. Games are an art
form. Games are numinous. Games are thaumatic. Games belong to us.
– Tadgh Kelly
Frankly, Green + Webb
What is a game?
A game has:
Frankly, Green + Webb
What is a game?
A game has:
• Mechanics
• Dynamics
• Aesthetics
(Robin Hunicke, Marc LeBlanc, Robert Zubek 2001
http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
Frankly, Green + Webb
What is a game?
A game has:
• Mechanics
• The formal rules of a game. How the
game is played, what actions the
player can make, the win or fail
states, how rules are enforced.
Frankly, Green + Webb
What is a game?
A game has:
• Dynamics
• How the rules act in in motion. How
they respond to player input and
interact with other rules. The “run-
time” behaviour of a game
Frankly, Green + Webb
What is a game?
A game has:
• Aesthetics
• The player’s experience of the game.
Is it fun? Social? Frustrating?
Hilarious?
Frankly, Green + Webb
What is a game?
Mechanics
Dynamics
Aesthetics
Player
Designer
Frankly, Green + Webb
What makes a good game?
Frankly, Green + Webb
What makes a good game?
• Compelling gameplay mechanics
(intrinsic rewards)
Frankly, Green + Webb
What makes a good game?
• Compelling gameplay mechanics
(intrinsic rewards)
• Balanced continuous challenge
(learning curve)
Frankly, Green + Webb
What makes a good game?
• Compelling gameplay mechanics
(intrinsic rewards)
• Balanced continuous challenge
(learning curve)
• Satisfying play feel (look, feel,
sound, heft)
Frankly, Green + Webb
What makes a good game?
• Compelling gameplay mechanics
(intrinsic rewards)
• Balanced continuous challenge
(learning curve)
• Satisfying play feel (look, feel,
sound, heft)
• Compelling extrinsic motivation (not
always necessary)
Frankly, Green + Webb
What makes a good game?
• Compelling gameplay mechanics
(intrinsic rewards)
• Balanced continuous challenge
(learning curve)
• Satisfying play feel (look, feel,
sound, heft)
• Compelling extrinsic motivation (not
always necessary)
Frankly, Green + Webb
What makes a good game
with purpose?
Frankly, Green + Webb
What makes a good game
with purpose?
• A good game design process
Frankly, Green + Webb
Cat On Yer Head by Playniac www.playniac.com
Frankly, Green + Webb
The iterative game design
process
• Identify objectives (DO NOT SKIP)
• Identify mechanics that fit
• Draft a game
• Prototype and test it
• Revise
• Test again
• Revise
• Test again
• Revise
• Test again
• Revise
• etc
Frankly, Green + Webb
The implications?
• Be clear about objectives, the
mechanics will flow from that – these
can be the brief
• Leave room in the development process
for the actual development – must be
flexible enough for this
• Test it early – leave budget and time
for this
• Bring in many voices
• Think about how you are going to
distribute and market it
• Evaluate and share insight – within
your institution and outside too
Frankly, Green + Webb
Frankly, Green + Webb

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Creating compelling museum games (We Are Museums 2016)

  • 1. Frankly, Green + Webb @marthasadie
  • 7. Frankly, Green + Webb Why games? •Gameplay is engagement •Gameplay is learning •Games can reach a large audience •Museum content can make great games (interesting subjects, objects and stories)
  • 8. Frankly, Green + Webb What’s going wrong? •Lack of digital and games knowhow or dedicated resource •Specifically a lack of understanding of the game design process from clients •Lengthy crippling sign off processes •A lack of flexibility in the game design process linked to funding structures - often decisions are made before games experts have had a chance to feed in and then are locked in. •Small budgets or tight schedules that don’t allow for testing and development •A poor fit between objectives and outcomes of the game – little learning or engagement •Lack of understanding about the audience •Failure to market – nobody played it •No shared learning or insight passed on.
  • 10. Frankly, Green + Webb What’s going wrong? •Lack of digital and games knowhow or dedicated resource •Specifically a lack of understanding of the game design process from clients •Lengthy crippling sign off processes •A lack of flexibility in the game design process linked to funding structures - often decisions are made before games experts have had a chance to feed in •A poor fit between objectives and outcomes of the game – little learning or engagement •Lack of audience understanding •Small budgets or tight schedules that don’t allow for testing and development •Failure to market – nobody played it •No shared learning or insight passed on.
  • 12. Frankly, Green + Webb Roflpillar by Lucky Frame
  • 14. Frankly, Green + Webb What is a game? A game is a: • simplified • fair, • fascinating, • empowering • and enclosed world • whose purpose is to provide structured play through • moderated yet unscripted actions and • learnable dynamics • with the goal of winning through victory or achievement - Tadgh Kelly
  • 15. Frankly, Green + Webb What is a game? Games are belief engines. Games are canvases for stories in motion. Games are a challenge and a learning activity. Games are ideas. Games are explorations both intellectual and meaningful. Games are positive. Games make life better. Games help you feel success when all around you is grey and confusing. Games are change. Games are illuminating. Games are insightful. Games are irreverent. Games are very old. Games are very new. Games are tests. Games are addictive. Games are pressure. Games are motivational, inspirational and educational. Games are fun. Games are exercise. Games are good for body and soul. Games are about you. Games are projections. Games are worlds which we superimpose on this world in order to escape or make sense of it. Games are dynamic, chaotic and delightful. Games are there to be mastered, used up and then forgotten. Games are participatory, cultural and shared. Games are demanding. Games are emotive. Games are sometimes indescribable and yet all too real. Games are made, but more than the sum of their made parts. Games are a constant source of the strange. Games are risky. Games are playful. Games are one of the key experiences that life is for. Games are brilliant. Games are an art form. Games are numinous. Games are thaumatic. Games belong to us. – Tadgh Kelly
  • 16. Frankly, Green + Webb What is a game? A game has:
  • 17. Frankly, Green + Webb What is a game? A game has: • Mechanics • Dynamics • Aesthetics (Robin Hunicke, Marc LeBlanc, Robert Zubek 2001 http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
  • 18. Frankly, Green + Webb What is a game? A game has: • Mechanics • The formal rules of a game. How the game is played, what actions the player can make, the win or fail states, how rules are enforced.
  • 19. Frankly, Green + Webb What is a game? A game has: • Dynamics • How the rules act in in motion. How they respond to player input and interact with other rules. The “run- time” behaviour of a game
  • 20. Frankly, Green + Webb What is a game? A game has: • Aesthetics • The player’s experience of the game. Is it fun? Social? Frustrating? Hilarious?
  • 21. Frankly, Green + Webb What is a game? Mechanics Dynamics Aesthetics Player Designer
  • 22. Frankly, Green + Webb What makes a good game?
  • 23. Frankly, Green + Webb What makes a good game? • Compelling gameplay mechanics (intrinsic rewards)
  • 24. Frankly, Green + Webb What makes a good game? • Compelling gameplay mechanics (intrinsic rewards) • Balanced continuous challenge (learning curve)
  • 25. Frankly, Green + Webb What makes a good game? • Compelling gameplay mechanics (intrinsic rewards) • Balanced continuous challenge (learning curve) • Satisfying play feel (look, feel, sound, heft)
  • 26. Frankly, Green + Webb What makes a good game? • Compelling gameplay mechanics (intrinsic rewards) • Balanced continuous challenge (learning curve) • Satisfying play feel (look, feel, sound, heft) • Compelling extrinsic motivation (not always necessary)
  • 27. Frankly, Green + Webb What makes a good game? • Compelling gameplay mechanics (intrinsic rewards) • Balanced continuous challenge (learning curve) • Satisfying play feel (look, feel, sound, heft) • Compelling extrinsic motivation (not always necessary)
  • 28. Frankly, Green + Webb What makes a good game with purpose?
  • 29. Frankly, Green + Webb What makes a good game with purpose? • A good game design process
  • 30. Frankly, Green + Webb Cat On Yer Head by Playniac www.playniac.com
  • 31. Frankly, Green + Webb The iterative game design process • Identify objectives (DO NOT SKIP) • Identify mechanics that fit • Draft a game • Prototype and test it • Revise • Test again • Revise • Test again • Revise • Test again • Revise • etc
  • 32. Frankly, Green + Webb The implications? • Be clear about objectives, the mechanics will flow from that – these can be the brief • Leave room in the development process for the actual development – must be flexible enough for this • Test it early – leave budget and time for this • Bring in many voices • Think about how you are going to distribute and market it • Evaluate and share insight – within your institution and outside too