46. Games for Nature
Okami
Dog’s Life (PS2)
World WIthout Oil
Endless Ocean
Flower Trailer
Little Big Planet (PS2, PSP, PSVita)
WeTopia
Fate of the World (PC)
47. A force for good :)
PlayMob offer game developers 2 ways to
link their games to charities:
- virtual items in games
- virtual currency exchange
49. What Makes a Successful
Game?
FUN
STORY
CHALLENGE
REWARDING
ADDICTION
50. First and foremost a game
must be FUN!
Game is structured play time, undertaken for
enjoyment.
51. A story unfolds
Most computer games tell a story - there
is a beginning, middle, and end
1. Meet the hero & learn
the quest
2. Execute the missions
that make up the quest
3. Defeat final ‘baddy’ to
complete the quest
52. A story unfolds
Most computer games tell a story - there
is a beginning, middle, and end
1. Meet the hero & learn
the quest
2. Execute the missions
that make up the quest
3. Defeat final ‘baddy’ to
complete the quest
53. A story unfolds
Most computer games tell a story - there
is a beginning, middle, and end
1. Meet the hero & learn
the quest
2. Execute the missions
that make up the quest
3. Defeat final ‘baddy’ to
complete the quest
57. A Challenge...
Structured play follows sets of rules, which
materialise as challenges as the gameplay
progresses
Time Resources
58. A Challenge...
Structured play follows sets of rules, which
materialise as challenges as the gameplay
progresses
Time Resources
59. A Challenge...
Structured play follows sets of rules, which
materialise as challenges as the gameplay
progresses
Time Resources Boundaries
60. A Challenge...
Structured play follows sets of rules, which
materialise as challenges as the gameplay
progresses
Time Resources Boundaries
61. It pays to play!
All games need to reward their players -
why else would they invest their time!!
Unlock a new level to conquer
Unlock new resources to help
Get more time/lives/skill
62. It pays to play!
All games need to reward their players -
why else would they invest their time!!
Unlock a new level to conquer
Unlock new resources to help
Get more time/lives/skill
63. ADDICTION
Playing a game provides an emotional journey
that will hook the player to return time
again
Success
Overcoming adversity
Frustration!
As Escapism
64. ADDICTION
Playing a game provides an emotional journey
that will hook the player to return time
again
Success
Overcoming adversity
Frustration!
As Escapism
66. THANKS IN ADVANCE!
Tadhg Kelly - What Game Are
http://www.whatgamesare.com/primer.html
67. LOOPS
A loop is how a game determines the results of an action and feeds
that result back to a player.
Players are usually the initiators of loops but, in videogames
especially, characters may also initiate their own loops.
An enemy taking a shot at you is trying to win, just as you are.
68. PROGRESSION
Progression has two distinct meanings:
1. Progress through the levels or tasks of a game, usually a single player game,
toward completing a campaign. This meaning sometimes also encompasses
story.
2. Advancement of certain key meters like character level, experience points or
high scores.
In practise, the term tends to be used informally to describe a sense of both.
69. METER
A meter is any resource that increases or decreases through play as a result of
player action, and whose values can cause conditional rules to trigger.
In common understanding this means score, experience points, health, roleplaying
attributes like strength and dexterity, levels and time.
It does NOT mean gold, cash or supplies (which are currencies).
70. VARIABLES
A variable is any quantity in a game, such as how many coins a player possesses,
the exact coefficient of friction in the physics engine, or what the height of a
platform is.
In videogames most variables are intanigible, meaning the player interacts with
them (such as gravity) but is unaware of their exact values or the functions in
which they are used.
Some variables are tangible. Tangible variables are called RESOURCES. Some
variables are attached to other variables. These are called properties (or nested
variables). Many variables also belong to classes of variable.
71. Now over to you!!
- Breakout into teams
- Create a game concept that addresses a hot
conservation topic
** Points to Remember **
Platform Reward Progression
Audience Addiction Variables
Story Create Loops
Challenge Share Meter
72. Now over to you!!
- Pitch your game to the other teams
- Assess and rate the games based on:
1. Fun
2. Addiction
3. Impact to Conservation