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Lessons from Game Design

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Lessons from Game Design

  1. 1. Lessons from Game Design Jesse Schell @jesseschell Midwest UX 2015
  2. 2. What is a game designer’s goal?
  3. 3. Experience Mechanics A game consists of…
  4. 4. Introspection • Pros? • I am the user! I can see into my MIND! • My motivation solves a problem! • SPEED! • Cons? • Bias! • Paralysis by analysis
  5. 5. Experiencing Mind Analyzing Mind
  6. 6. Analyze Memories Two Passes Sneak Glances Observe Silently
  7. 7. Work in the invisible world at least as hard as you do in the visible. -Rumi
  8. 8. Choco-fication!
  9. 9. Rewards can Backfire
  10. 10. Self-Determination Theory Competence Autonomy Relatedness I want to be good at what I do! I want freedom! I want to connect to others!
  11. 11. “Hafta” “Wanna” Slavery Freedom Duty Fun Work Play Efficiency Pleasure
  12. 12. Games are special because… • They are interactive • They are designed ENTIRELY for pleasure
  13. 13. Games provide: •Clear Feedback •A Sense of Progress •The Possibility of Success •Mental and Physical Exercise •A Chance to Satisfy Your Curiosity •A Chance to Solve a Problem •A Feeling of Freedom
  14. 14. Sensation Fantasy Discovery Laughter Story Challenge Thrill Triumph Expression
  15. 15. -or-
  16. 16. Low Interest Medium Interest High Interest
  17. 17. A Good Interest Curve Interest Time
  18. 18. A Bad Interest Curve Interest Time
  19. 19. Does this work for long and short experiences?
  20. 20. Interest Curves are Fractal
  21. 21. Three Factors of Interest 1 : Inherent interest of events 2 : Poetry of presentation 3 : Psychological proximity
  22. 22. Psychological Proximity You Them Me
  23. 23. Three Factors of Interest 1 : Inherent interest of events 2 : Poetry of presentation 3 : Psychological proximity Interest Time
  24. 24. Chainsaw Juggling Interest Level Inherent Interest Poetry Psych. Proximity Me You Them
  25. 25. Violin Concerto Interest Level Inherent Interest Poetry Psych. Proximity Me You Them
  26. 26. Tetris Interest Level Inherent Interest Poetry Psych. Proximity Me You Them
  27. 27. A Great Experience Interest Level Inherent Interest Poetry Psych. Proximity Me You Them
  28. 28. The Art of Interactive Entertainment is The Art of Indirect Control
  29. 29. 1) Indirect Control through Constraints
  30. 30. 2) Indirect Control through Goals Go get some bananas!
  31. 31. Amsterdam Airport Schiphol
  32. 32. 3) Indirect Control through Interface
  33. 33. 4) Indirect Control through Visual Design We are led to believe a lie when we see with, not through, the eye. - William Blake
  34. 34. Aladdin Mark II
  35. 35. Aladdin Mark II
  36. 36. Aladdin Mark III (multiplayer)
  37. 37. 5) Indirect Control Through Characters
  38. 38. 6) Indirect Control through Music
  39. 39. Six Methods of Indirect Control 1) Constraints 2) Goals 3) Interface 4) Visual Design 5) Characters 6) Music
  40. 40. When the best leader’s work is done, the people say “We did it ourselves!” - Lao Tzu
  41. 41. Is it worth it?
  42. 42. Thanks! Slides: jesseschell.com Email: jesse@schellgames.com Twitter: @jesseschell

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