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What is a Game Designer (And Why Do You Need One)? - Douglas Whatley

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What is a Game Designer (And Why Do You Need One)? - Douglas Whatley

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What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.

What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.

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What is a Game Designer (And Why Do You Need One)? - Douglas Whatley

  1. 1. What is a Game Designer (And Why Do You Need One)? What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and how do you work with them to solve your problem.
  2. 2. Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, particularly virtual ones. Game design creates goals, rules and challenges to define a board game, card game, dice game, casino game, role-playing game, sport, video game, war game or simulation that produces desirable interactions among its participants and, possibly, spectators. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, and optimization theory. Applying game design to itself is a current research topic in metadesign. Wikipedia Perception of Game Design
  3. 3. Theme is not what you are teaching The most important design consideration is - What are the learning objectives?
  4. 4. Similar Mechanics  World Conquest  Territorial Control  Army Tokens  World Conquest  Territorial Control  Army Tokens
  5. 5. Different Mechanics  Sequential Turns  Probabilistic Combat  Simultaneous Turns  Deterministic Combat …is about Risk! …is about Diplomacy!
  6. 6. The player is impacted by the Game Mechanics Game mechanics are constructs of rules or methods designed for interaction with the game state, thus providing gameplay. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game. In general, the process and study of game design, or ludology, are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. The interaction of various game mechanics in a game determines the complexity and level of player interaction in the game, and in conjunction with the game's environment and resources determine game balance. Some forms of game mechanics have been used in games for centuries, while others are relatively new, having been invented within the past decade Wikipedia
  7. 7. MDA: A Formal Approach to Game Design and Game Research Robin Hunicke, Mark LeBlanc, Robert Zubek Rules System “Fun” Mechanics Dynamics Aesthetics Mechanics describes the particular components of the game, at the level of data representation and algorithms. Dynamics describes the run-time behavior of the mechanics action on player inputs and each others’ outputs over time. Aesthetics describes the desirable emotional responses evoked in the player, when they interact with the game.
  8. 8. Twenty Questions Variant #1  One player is the questioner and selects a Noun.  The Noun can be a person, a place, or a thing. It cannot be a proper noun.  Players attempt to deduce the answer by asking yes/no questions  All players win if they successfully deduce the Noun.  Players have 20 yes/no questions, but unlimited time. Variant #2 • One player is the questioner and selects a Noun. • The Noun can be a person, a place, or a thing. It cannot be a proper noun. • Players attempt to deduce the answer by asking yes/no questions • All players win if they successfully deduce the Noun. • Players have unlimited yes/no questions, but must answer in 90 seconds. Limited Questions – Unlimited Time Unlimited Questions – Limited Time Nick Fortuno – GDC Teaching Games with Games 3
  9. 9. How we learn while playing a game… The Gamer’s Brain Celia Hodent
  10. 10. Ok, Ok, I understand what a game designer does… How do I apply that to my ______?
  11. 11. The are two kinds of clients that are bad to work with: Those that play games, And, those that don’t play games
  12. 12. The psychometricians can design an ‘interactive’ test object that is validated for assessment… But, they can’t then give it to the game team and say “make this fun” (without making any changes that would invalidate the object) Applying Design to Interaction??
  13. 13. - don’t let the computer have all the fun - Make an interesting decision every 60 seconds. An ‘interesting’ decision I said, not just a decision. - Don’t be afraid to let your players fail. They can feel achievement without some failure. - Make the mechanics drive learning. Not the theme. - If you are preparing people for an experience, what about the experience do you want them to learn? (environment, stress, time pressure, locations of objects, etc.) - Make it a game of skill What can we do to harness the power of games?
  14. 14. Sensation Game as sense-pleasure Fantasy Game as make-believe Narrative Game as unfolding story Challenge Game as obstacle course Fellowship Game as social framework Discovery Game as uncharted territory Expression Game as soap box Submission Game as mindless pastime Types of Fun Eight Kinds of Fun Marc LeBlanc
  15. 15. Example of what designers do and why you need them.
  16. 16. Art matters if the experience enlightens us
  17. 17. A game matters if the mechanics enlighten us
  18. 18. Douglas Whatley BreakAway Games

Notas del editor

  • This talk may be more a discussion of what is Game Design itself, rather that what is a game designer. But, with that hopefully you can learn better how to partner to create great products.

    I wanted to give this talk because Game Designers are so under valued by clients and yet it is the job that most people want. A week doesn’t go by that I don’t’ have someone tell me about their nephew/neighbor/son of someone they work with/etc. that wants to be a game designer and/or tell me about their idea
  • What does any of this mean??? Especially the last paragraph. This does not show any true understanding of game design
  • Give credit to Soren Johnson for the slides. Too often people come to us wanting to use a game and they are already focused on the THEME of the game. Nursing schools want a game about nursing in a nursing setting with nurses doing nurse things. But, if they are trying to teach communication or team building or attention to detail – maybe the THEME actually gets in the way.
  • Credit Soren Johnson

    These two games are on the same topic. They have the same theme, so are they the same game
  • What the game teaches has nothing to do with the theme. It is all about the mechanics.
  • The emotions – Aesthetics can be…

    Sensation – game as sense pleasure
    Fantasy – game as make believe
    Narrative – game as drama
    Challenge – game as obstacle coarse
    Fellowship – game as social framework
    Discovery – game as uncharted territory
    Expression – game as self-discovery
    Submission – game as pasttime

    Charades – fellowship, expression, challenge
    Quake – challenge, sensation, competition, fantasy
    The Sims – Discovery, fantasy, expression, narrative
    Final Fantasy – Fantasy, narrative, expression, discovery, challenge, submission

  • One rules changes (mechanics) creates completely different behavior (dynamics) which creates completely different feelings (aesthetics) – find credits for this…
  • Perception – Working Memory (short term memory) – Long-Term Memory
  • We have problems with people that play games because they bring in preconceived notions of what their product should look and play like.
    With people that don’t play games they haven’t been moved by a game so they don’t understand how someone could be moved by a game.

    People think that simply using a game makes for better learning. That isn’t true! Like any other tool, games must be used appropriately to be effective. Plus, people don’t always understand what a game ‘IS’

  • Given a scripted interaction with the communication mapped and using a simple algorithm to calculate a number is not enough to make an engaging interaction. Game mechanics are not a series of sequential multiple choice questions that the user is ‘tricked’ into answering
  • Using games can be powerful. But, we need to build them to the correct purpose…

    “Game of Skill” is defined as “a game in which the skill of the player, rather than chance, is the dominant factor in affecting the outcome of the game as determined over a period of continous play”

    Green golf balls.
    Yes, they make the game harder. But, not in any way that is related to skill at the game. And not in any way that makes the game more fun
  • What kinds of fun are their. If we want the players more engaged, what will they like? We need to decide out target “fun” and use that knowledge to decide on the mechanics that we are going to use.
  • Sometimes the design questions are more higher level than just a basic mechanic. Sometimes how the mechanic works is important. Talk about AI code impacting the aesthetic of the game.


    Another story can be…
    Fire example – Texas A&M project – this shows that teamwork and communication can be improved outside of a ‘realistic’ simulation.

    I’m not here to tell you that your training needs to be outside of an environment that matches real life…

    I’m here to tell you that you need a designer to help make those decisions

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