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Games for Nature:
how games can make a
       change


 Caroline Howes - Chief Operating Officer
           caroline@playmob.com
              @howescaroline
1.Introduction to Games
   2.Games for Nature
    3.Game Mechanics
       4. Your Go!
Once upon a time...
Once upon a time...
Once upon a time...
Once upon a time...
Once upon a time...


       to
Once upon a time...


       to
Once upon a time...


       to
Once upon a time...


       to
And WOW!
And WOW!
And WOW!
Advent of Consoles


    Nintendo (1986)
 Sega MegaDrive (1990)
Advent of Consoles


    Nintendo (1986)
 Sega MegaDrive (1990)
Advent of Consoles


    Nintendo (1986)
 Sega MegaDrive (1990)
Video Nasties :(
PlayStation 1/2/3 (1994, 2000, 2006)
            xBox (2002)
Video Nasties :(
PlayStation 1/2/3 (1994, 2000, 2006)
            xBox (2002)
Video Nasties :(
PlayStation 1/2/3 (1994, 2000, 2006)
            xBox (2002)
Video Nasties :(
PlayStation 1/2/3 (1994, 2000, 2006)
            xBox (2002)
Video Nasties :(
PlayStation 1/2/3 (1994, 2000, 2006)
            xBox (2002)
Console goes Social
Console goes Social
Console goes Social
Console goes Social
Console goes Social
Social Explodes!!
Social Explodes!!
Social Explodes!!
Social Explodes!!
Social Explodes!!
Social Explodes!!
Games on the Go!
Games on the Go!
Games on the Go!
Games on the Go!
Games on the Go!
Games on the Go!
Games on the Go!
Mobile Gaming
Mobile Gaming
Mobile Gaming
Mobile Gaming
Mobile Gaming
Mobile Gaming
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)
A force for good :)
PlayMob offer game developers 2 ways to
      link their games to charities:

        - virtual items in games
      - virtual currency exchange
GiverBoard
What Makes a Successful
       Game?
        FUN
        STORY
        CHALLENGE
        REWARDING
        ADDICTION
First and foremost a game
       must be FUN!
Game is structured play time, undertaken for
                 enjoyment.
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
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
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
A Challenge...
Structured play follows sets of rules, which
 materialise as challenges as the gameplay
                 progresses
A Challenge...
Structured play follows sets of rules, which
 materialise as challenges as the gameplay
                 progresses

  Time
A Challenge...
Structured play follows sets of rules, which
 materialise as challenges as the gameplay
                 progresses

  Time
A Challenge...
Structured play follows sets of rules, which
 materialise as challenges as the gameplay
                 progresses

  Time          Resources
A Challenge...
Structured play follows sets of rules, which
 materialise as challenges as the gameplay
                 progresses

  Time          Resources
A Challenge...
Structured play follows sets of rules, which
 materialise as challenges as the gameplay
                 progresses

  Time          Resources        Boundaries
A Challenge...
Structured play follows sets of rules, which
 materialise as challenges as the gameplay
                 progresses

  Time          Resources        Boundaries
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
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
ADDICTION
Playing a game provides an emotional journey
   that will hook the player to return time
                    again

    Success
    Overcoming adversity
    Frustration!
    As Escapism
ADDICTION
Playing a game provides an emotional journey
   that will hook the player to return time
                    again

    Success
    Overcoming adversity
    Frustration!
    As Escapism
Game Mechanics

Loops - Progression - Meter - Variables

                 SHARE
                 EDIT
                 CREATE
THANKS IN ADVANCE!

     Tadhg Kelly - What Game Are

http://www.whatgamesare.com/primer.html
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.
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.
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).
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. 
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
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
Caroline Howes - Chief Operating Officer
          caroline@playmob.com
             @howescaroline
Caroline Howes - Chief Operating Officer
          caroline@playmob.com
             @howescaroline

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