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HOW TO DESIGN A SERIOUS GAME
Giuseppe Enrico Franchi
Marco Mazzaglia
10-06-2014
HOW TO DESIGN A SERIOUS GAME
all I remember on serious games from school
Giuseppe Enrico Franchi
Marco Mazzaglia
10-06-2014
Agenda
• Who am I
• About the jam
• What is a serious game
• How to influence/persuade people
• The production cycle
• 1 hour rant on the concept phase, 5 minutes
to cover the rest
• Q&A
Whoami
• MSc in Games, Design
• Game designer, code monkey, disciple
evangelist
• Master thesis: “Learning Games for
Programming”, spawned Machineers
About the upcoming jam
Any jammers here?
Do you know what a game jam is?
Do you know what a game designer does?
What is a…
Serious game
Applied game
Game with a purpose
Edugame
…insert name of the week here
Influence people through a game
It already happens
Yay :)
Influence people through a game
“One cannot not communicate.”
(Paul Watzlawick)
"As any constructed depiction of reality,
simulations convey the bias of its designers."
(Gonzalo Frasca)
Sebastian Deterding, “What your designs say about you”
Enough
Get practical
The Production Cycle
Concept
Pre-Production
Production
Testing and debug
Post-production
Concept
Game
What interaction with a (computer) system can
result in an interesting experience?
Serious Game
How do I want people to be influenced by
interacting with my system?
More practical!!!
Have your goal in mind when you conceptualize
/ design.
All the time
What can a serious game DO?
How can we influence people for real?
1. Training simulations
I want to instruct players on how to perform a
specific task.
1. Training simulations
Principles
Motivation, transfer of knowledge consequence-
free.
How to
Deep knowledge of a system.
Align player actions with operator actions and
replicate consequences.
2. Medication
I want to have a positive influence on a medical
condition affecting the player.
2. Medication
Hunter Hoffman, SnowWorld
2. Medication
Hunter Hoffman, SnowWorld
2. Medication
University of Southern California, JewelMine
2. Medication
Principles
Immersion, escapism.
How to
:
Talk to professionals, I guess
3. Improve life
I want to change my player’s behaviour.
Moral, immoral? Hard to say.
D. Berdichevsky, E. Neuenschwander
3. Improve life
Principles
Motivation, immersion.
How to
Align game mechanics to virtuous behaviours.
4. Raise awareness
I want to make players aware of the existence of
a certain issue.
http://www.darfurisdying.com/
http://www.mcvideogame.com/
3. Raise awareness
Principles
Immersion, agency
How to
Integrate players in the system, make them "live"
the choice.
Avoid bias.
The disclosure principle.
Call to action.
5. Inform
I want to give out news using a videogame.
GameTheNews.net, Endgame: Syria
5. Inform
Problem:
Principles of journalism: obligation to the truth,
verification, independence.
Super quick and unbiased!
Gonzalo Frasca, September 12°
http://www.newsgaming.com/games/index12.htm
5. Inform
Principles
Immersion
How to
Easy: make super quick, unbiased simulations.
6. Educate
I want my players to learn something.
http://www.virtualapple.org/oregontraildisk.html
6. Educate
Plenty of good design principles
Agency, Immersion, Identification,
Narrative/Fantasy, Intrinsic motivation
6. Educate
Plenty of games failing to apply those principles,
especially intrinsic motivation.
It doesn’t come for free!
6. Educate
How to
Clear goals.
Assistance (scaffolds).
Debrief.
Foster intrinsic motivation.
Forget school as it is.
The Production Cycle
Concept
Pre-Production
Production
Testing and debug
Post-production
Pre-Production
Do your research
Write the design document
Set for the technology
Estimate effort
Remember:
Have your goal in mind when you design.
All the time
Production
Have an idea of all game features
Keep tabs on how the project evolves
Be prepared to rediscuss
Test early, test often
Testing and debug
Quality Assurance (pre-alpha)
All game features in place (alpha)
Game complete, needs debugging (beta)
Release Candidate
Post-Production
Archive the project assets
Final balance of the project
Post mortem
Thanks
Q&A

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How to design a serious game

Notas del editor

  1. Partecipanti alla prossima jam? Sapete cos’è una jam? Marco ha dato una talk il 20 maggio “come sopravvivere ad una game jam” Sapete cosa fa un “game designer”? Io tendo a darlo per scontato, mi è stato fatto notare che non lo è affatto. Specialmente nella progettazione di un serious game, il game designer è centrale.
  2. Di che cosa stiamo parlando quando diciamo “serious game”? Intuitivamente è molto semplice, vogliamo un gioco che non sia semplice intrattenimento. Vogliamo creare un gioco che, pur mantenendo le sue caratteristiche fondamentali di attività ludica ed intrattenimento, possa contribuire alla formazione della persona che lo gioca. Cioè possa fare questo…
  3. Vogliamo che impari a leggere o a calcolare meglio a mente. Vogliamo che si accorga che una donna su dieci viene colpita da cancro al seno. Vogliamo che impari ad utilizzare un certo macchinario. Vogliamo fondamentalmente influenzare il giocatore in qualche modo. Come si fa? C’è una buona notizia. Succede già, succede sempre. Io sono quello ottimista che dice che siamo tutti game designer, ora dico anche che i giochi che uno fa influenzano automaticamente le persone. Lasciate che vi spieghi cosa intendo.
  4. Il principio di fondo è che non comunicare è impossibile. Paul Watzlawick dice che non esiste una cosa che sia opposta al comportamento. Uno non può non comunicare Qualunque oggetto poni nel mondo comunica qualcosa di te, videogames inclusi. Così come rifiutarsi di comunicare è una forma di comunicazione, qualsiasi scelta di design è influenzata dalla tua propria lente di designer. Come dice Gonzalo Frasca. Possiedi una lente attraverso la quale leggi il mondo, una tua formazione e ambiente sociale, che inevitabilmente si riflette in quello che fai.
  5. Sebastian Deterding Lui parla della “good life” perché in ultima istanza, ciò che un designer comunica è fondato sui suoi valori di base, ossia sulla sua visione dell’ordine delle cose, della sua “good life”.
  6. Anche quando forse non ne hai l’intenzione, qualcuno ci leggerà dei significati. Tetris come metafora della vita è un esempio famoso delle elucubrazioni mentali che si possono costruire su un oggetto artefatto. Metafora della vita piena, dell’incastrarsi degli impegni, dell’accumularsi degli errori, dell’aumentare dello stress. Alexey Leonidovich Pajitnov aveva una vita piena? Si sentiva di non stare al passo con la vita? Sentiva il peso dei propri errori? Probabilmente no, Forse voleva solo sviluppare un gioco divertente. Questa è l’arte dell’oroscopo, creare delle assunzioni talmente generiche da sembrare vere in gran parte delle situazioni. Sta di fatto che, anche quando non è tua intenzione comunicare qualcosa, il tuo giocatore userà la propria lente per leggere ciò che tu hai prodotto, e ci leggerà qualche cosa.
  7. Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
  8. Da dove cominciare. Ovviamente dalle domande fondamentali. Ne ho scelto una abbastanza a caso sul come creare un game concept perché ovviamente da bravo game designer non so quale sia la domanda giusta, quindi me ne pongo molte a rotazione. Quella di questa settimana è “quale interazione con un sistema elettronico può generare un’esperienza interessante?” Sul come progettare un serious game però vado più tranquillo, perché implica tutti i problemi inerenti la creazione di un gioco, che sono già assodati, con l’aggiunta specifica e ben definita di questa costante: voglio che chi lo gioca ne venga in qualche modo influenzato. In che modo?
  9. Più pratica, meno filosofia, più pratica, meno filosofia. Visto che mi piace uscirmene con delle regole d’oro a caso, eccone un’altra che vuol dire tutto e niente.
  10. Da dove cominciare. Ovviamente dalle domande fondamentali. Ne ho scelto una abbastanza a caso sul come creare un game concept perché ovviamente da bravo game designer non so quale sia la domanda giusta, quindi me ne pongo molte a rotazione. Sul come progettare un serious game però vado più tranquillo, perché implica tutti i problemi inerenti la creazione di un gioco, con l’aggiunta specifica e ben definita di questa costante: voglio che chi lo gioca ne venga in qualche modo influenzato. In che modo? Nella fase di concettualizzazione
  11. Explain terms
  12. Simon Egenfeldt-Nielsen (2007) explains a similar problem, namely ‘learning vs. playing’ which concerns balancing user control and guidance. The more the player is guided, supported, scaffolded and debriefed, the better they learn, but the less control they experience
  13. Simon Egenfeldt-Nielsen (2007) explains a similar problem, namely ‘learning vs. playing’ which concerns balancing user control and guidance. The more the player is guided, supported, scaffolded and debriefed, the better they learn, but the less control they experience
  14. Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
  15. Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
  16. Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
  17. Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
  18. Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi
  19. Le fasi di sviluppo di un serious game non si discostano particolarmente da quelle di un gioco standard, in quanto a struttura. Ciò che cambia, anche in modo piuttosto radicale, sono i pesi delle diverse fasi