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Videogames
saving
and
damning
players
Pietro Polsinelli
@ppolsinelli
for Media Mutations 2015
http://www.mediamutations.org/
There may be different reasons for
you to get into game production.
2
To
Fascinate
Dupe
and
Get Rich
© Mauro Vanetti. The FDGR target.
3
To
use a new media
so to
bring about change
4
DAMNING
(FDGR)
Lets
Fascinate casual gamers with
addictive tricks
Dupe with virtual goods through in
app purchases
and
Get Rich! 6
Target casual gamers.
Well, your target moves fast.
(check out Vili Lehdonvirta @ViliLe studies)
7
Long chat with a developer for the
dark forces.
Design for betting addiction is very
simple and universal.
Simplistic combinatorial models and
“almost won” feedback.
8
9
But if you want FDGR
outside betting and scams,
things are more complex.
10
There once was the idea
that all casual games
were built in a serial
isomorphic way.
11
A B testing does not work? Let’s use machine learning!
http://www.kdnuggets.com/2015/03/interview-vince-darley-king-
analytics-gaming.html
12
13
(BTW
not a model of
scientific discovery
either.)
14
Reductionistic approaches
are not a universal solution.
15
Not reductionistic view of gamers,
but a reductionistic view of games.
(This theme will return in the applied
games side, unfortunately.)
16
Beyond A/B testing
Lets go back to FDGR with different ideas.
18
Lets do a narrative based game
with lots or reading, multiple
choices, simplistic tech and low
quality design.
19
Will never work for FDGR!!!!
Can’t do testing nor automated learning.
Will actually need a good writer!!!
Reading? On Mobile? Naaah.
DOOMED TO FAILURE
20
Wrong. Relations and gossip:
narrative! (Kardashian Hollywood)
“Kim Kardashian: Hollywood
is really good, and no amount
of brand power or lunar
gravity could have made it so
popular if it wasn't”
http://www.gamasutra.com/view/news/232790/Gamasutr
as_Best_of_2014_Leigh_Alexanders_Top_5_Games.php
22
“We had iterated on this
product twice before so we
knew that it would retain and
monetize well.”
http://gamasutra.com/view/news/221720/QA_Keeping_up_with_hit_mobile_game_
Kim_Kardashian_Hollywood.php
23
“the economy was very well balanced
after much iteration on the Stardom
product.
We optimized the monetization system for
Kim Kardashian: Hollywood through the
beta process, once we understood how
users were responding to the content. ”
http://gamasutra.com/view/news/221720/QA_Keeping_up_with_hit_mobile_game_Kim_Kard
ashian_Hollywood.php
24
How do you feel about the whole thing?
“Media coverage of a free-to play-game, both
positive and negative, drives downloads. We
turn those downloads into revenue.
Revenue is what keeps Glu Canada thriving, and
that makes me happy.”
http://gamasutra.com/view/news/221720/QA_Keeping_up_with_hit_mobile_game_Kim_Kard
ashian_Hollywood.php
25
1. Test on users
2. Iterate same genre
3. Good copy
4. Good mechanics (rhythm!)
5. Mediocre graphics, tech
26
Futile attempts to resist our FDGR plan.
27
FDGR mission accomplished.
28
SAVING
Try wondering when playing a game:
Am I learning anything?
Is it a process that brings any kind of
soul change?
30
Games and change???
It turns out that games have a certain
relationship to learning.
31
Also what is it about video games? We
don’t talk about ‘social impact’
movies; nor do we talk about
‘educational’ books.
Why do we have these bipolar gaming
categories?
http://www.forbes.com/sites/jordanshapiro/2015/05/10/how-to-transform-education-with-video-games/
33
At least some games have a
relationship with an interesting
learning process.
Here “saving” players in the limited
sense of stimulating a learning /
transformational process. Just like a
good book or movie.
34
Lets get to my field:
indie and applied games
35
EXAMPLES
My experience: mainly been of
transforming game / gamification
concepts in something else
37
Transformation 1/3
Games for
Social Impact
Monday, May 25, 2015
… to develop and implement a
game infused e-learning tool
to promote early access to
services with neglect and
abuse for young people on the
move in Europe
Mission. 39
Kids becoming aware and
capable of dealing with
situations of neglect and
abuse.
40
EU project: deal with these
matters harmonically and
effectively across EU.
41
One big problem in applied
games is the
decorational
approach
(or gamification based)
42
Pick a mod, just change the labels ...
43
Collateral story gets in the way
of play.
44
Designing Games for Social
Impact
RE-DESIGN
Beyond secondary
narrative
Inspired by ...
47
Inspired by Dumb Ways To Die. Specific mechanics.
48
Represent notions with
characters
49
Inspired by Dominions: cards are characters,actions, a universe.
50
Universe made of simple
atoms.
51
Build up of awareness defines
the game mechanics.
52
Game loop: shit happens.
53
Deal with it and keep your
universe together.
54
Your identity, your self is
complex stuff.
55
56
57
58
59
Participative Action Research
60
Monday, May 25, 2015
State of mind.
61
Monday, May 25, 2015
Profile and story.
62
Monday, May 25, 2015
Situation: sleeping out
63
Monday, May 25, 2015
Situation: sleeping out choices
64
Monday, May 25, 2015
THE SECRET: A narrative tool.
65
Designing Games
for Social Impact
TIPS
If untamed, stories
kill fun in loops
67
If Games Were Like Game Stories ...
68
From Nick Case If Games Were Like Game Stories...
Games don’t’ branch, they evolve.
69
Even branching games do not have branching at their core.
70
Transformation 2/6
Games for
Health
Help people that are evolving
towards a chronic desease by
influencing behavior and
disrupting this evolution.
NDA 
72
Is the romantic approach to
games fit for Applied games?
My "fight" with a doctor can
make us gain information
73
Customer thinks (s)he knows what “game”
means.This is a problem.
74
Designing Games for Health
RE-DESIGN
Monday, May 25, 2015
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transformation
A language change.
76
Redesigned by including negative feedback,
turning avatar to mentor, building an AI.
77
What is bizarre is that it is the
same doctor that explained me
that learning, being informed
about d_abe_es this disease
influences the cure.
78
Applied game design elicits a
dialogue between designer and
customer, both evolving
knowledge
#noestimates
79
Designing Games for Health
TIPS
Ian Bogost: gamification is
bullshit.
81
Ian Bogost “gamification is bullshit”
82
83
Distinguish (and then merge) projective
experiences and couching.
84
Genre and inclusiveness.
85
Power of baptism. Comes in many forms...
86
the greatest invention
of the video game era
was – and continues
to be – “single-play”.
Applied game’ customers often don’t get this.
Independence, absence.
87
Beyond the avatar: Discarding the relatable avatar for a
meaningful voice learning from poetry
88
Example 3/6
Sustainability
(NDA )
Inspired by 10000000 by the way good slides
http://www.gdcvault.com/play/1020125/Making
90
The simplest addictive
mechanics frequently used in
FDGR can be turned and used
for a learning process with
depth.
91
A sustainable world .
92
The design / development loop.
93
FINALE
So what? FDGR and TEACH,
damning and saving.
The difference is not in the game
intrinsic quality.
It is in the aim of the designer, which
too is not black and white.
95
You will need full game design skils – and more - to
create good games that teach something.
96
Indie games today are weird,
experimental, artisanal, radical and
creatively uncompromising.
Can applied games be like that too,
please?
(thanks Matteo Pozzi)
97
My twitter stream is mostly
dedicated to game design:
http://twitter.com/ppolsinelli
A blog on game design
http://designagame.eu
98
There are more things in games and
videogames, Horatio,
Than are dreamt of in your
philosophy.
99
Beyond
Persuasive UIs
103
Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
105
Some
references
Monday, May 25, 2015
Dilbert:
http://dilbert.com/strip/1995-01-
28
Image references
107
http://nativex.com/blog/5-important-lessons-kim-
kardashian-taught-us-about-mobile-game-development/
http://www.bustle.com/articles/29451-we-played-kim-
kardashians-iphone-game-so-you-dont-have-to
http://www.quora.com/Why-is-the-Kim-Kardashian-game-
so-successful-Is-it-a-good-game-Should-game-
development-companies-hire-celebrity-designers
Kardashian discussion references.
108
http://www.gamasutra.com/view/news/232790/Gamasutras_
Best_of_2014_Leigh_Alexanders_Top_5_Games.php
http://gamasutra.com/view/news/221720/QA_Keeping_up_
with_hit_mobile_game_Kim_Kardashian_Hollywood.php
http://www.quora.com/Why-is-the-Kim-Kardashian-
game-so-successful-Is-it-a-good-game-Should-
game-development-companies-hire-celebrity-
designers
Kardashian discussion references.
109

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Videogames Saving and Damning Players

Notas del editor

  1. Index Damning players: designer / developer, why am I in games? And as a player in a game, what am I learning? These are the two dimensions I will explore Kardashian is a game made exclusively for making money, and is not made with simplistic processes -> its a good game with an enormous effort in pure game design Games for saving players -> how can games save? Because you learn, experience, a game can transform you (like a movie or good book) Go through examples: health, keepmesafe, sustainability, for change, for edu
  2. Facilitate access to social services to kids in trouble.
  3. Facilitate access to social services to kids in trouble.
  4. Facilitate access to social services to kids in trouble.
  5. Facilitate access to social services to kids in trouble.
  6. Facilitate access to social services to kids in trouble.
  7. Facilitate access to social services to kids in trouble.
  8. Facilitate access to social services to kids in trouble.
  9. Facilitate access to social services to kids in trouble.
  10. koan like experiences in game design: a book illustrated by daniele giardini
  11. How many have played this?
  12. Facilitate access to social services to kids in trouble.
  13. Facilitate access to social services to kids in trouble.
  14. Facilitate access to social services to kids in trouble.
  15. Facilitate access to social services to kids in trouble.
  16. Facilitate access to social services to kids in trouble.
  17. http://readwrite.com/2014/07/24/free-mobile-games-in-app-purchases-addiction-predatory
  18. Facilitate access to social services to kids in trouble.
  19. Facilitate access to social services to kids in trouble.
  20. Facilitate access to social services to kids in trouble.
  21. Facilitate access to social services to kids in trouble.
  22. Facilitate access to social services to kids in trouble.
  23. Facilitate access to social services to kids in trouble.
  24. Facilitate access to social services to kids in trouble.
  25. Facilitate access to social services to kids in trouble.
  26. Facilitate access to social services to kids in trouble.
  27. Little big palnet. As typical of superficially gamified solutions, the teaching is actually an obstacle in the natural gameplay.
  28. Facilitate access to social services to kids in trouble.
  29. koan like experiences in game design: a book illustrated by daniele giardini
  30. Facilitate access to social services to kids in trouble.
  31. Keep me safe http://dumbwaystodie.com/ we have the social events involve the kids even in the game design
  32. Facilitate access to social services to kids in trouble.
  33. Facilitate access to social services to kids in trouble.
  34. Facilitate access to social services to kids in trouble.
  35. Facilitate access to social services to kids in trouble.
  36. Facilitate access to social services to kids in trouble.
  37. Game is characters and card based. Projective character and stories that evolve.
  38. https://dl.dropboxusercontent.com/u/4422922/keepMeSafe/index.html
  39. Facilitate access to social services to kids in trouble.
  40. This is often a problem for designers coming from web design, or narrative.
  41. 80 days there are choices in a graph with state
  42. Facilitate access to social services to kids in trouble.
  43. “I think the reason is that the client doesn’t really know what a game designer does.” http://techcrunch.com/2014/09/28/why-and-how-to-hire-a-game-designer/?utm_content=buffer2fd34&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer Hence has opinions; this is very bad. there is a pattern: first you have to steer the customer to a project that is feasible and fun and compatible with their own requirements When is your game design “good”? This should be rephrased as “those you set as judges, are happy?” For this level of complexity, it probably should be a cycle of improvements more than a masterpiece; this is why game design is not defined independently from development and the release / improve cycle. Making points about games without prototypes is hard. YOU HAVE TO DO A BIG EFFORT: Not only replace gamification to game design, game design cycle expanded to working prototypes Bsw: I suggest to adopt game design as a competence you can enlist. But its not an add on, its usually the full trip.
  44. Type 1 Diabetes #persuasive   When there is no game but the customer wants fun Competition,. genres: do you want to select the audience? Contests are games? Social networks are games? Lens: Collect data always, be inclusive The mentor /projection dynamics This project gave us the opportunity to explore the relationship between the mentor xxx. We had these conflicting requirements:     The mentor is a basic role of [The Writer’s Journey]. In some way you do have to reward the player: the point is that reward is one of those infinite depth words.
  45. Facilitate access to social services to kids in trouble.
  46. Facilitate access to social services to kids in trouble.
  47. Facilitate access to social services to kids in trouble.
  48. Facilitate access to social services to kids in trouble.
  49. My point. I will present examples and tips. Applied game our focus is solving a problem which the user have. In games the problem u want to solve is (hidden) how I game designer express myself artistically, as once was done by painters and writers? The list of patterns, they are still around, “if you want to make a successful social game follow this list”, sad story [find image of bullets]. If this were true, why the most experts in the field fail continuously? I have only 4 years experience in game design, I see the rate of extraordinary fantastic idea / released game not improving. Actually getting worse.
  50. Facilitate access to social services to kids in trouble.
  51. Facilitate access to social services to kids in trouble.
  52. Game mechanics is a field of its own, as is the litterature on engagement. Ho selezionato I riferimenti per qualità, non per popolarità. My friend Sebastian Deterding In the infoberg give references by theme: fun -> fun bookGamification deterding (again takeaway clearing ambiguities), amyUser models: kahnemanVirtual: lehdonGame mechanics: schell, fun, what
  53. Callois paidia & ludus I will now introduce some of the most effective categorization I found in my ongoing research.