Game Design - What Makes Games Fun and Addictive

568c90462309bc3d01a32cb42d2c6b06?s=47 Jonas Lekevicius
September 10, 2010
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Game Design - What Makes Games Fun and Addictive

In this talk I discuss key components of a fun and addictive games. Many rules might seem obvious at first, but together they form the main principles of successful game design.

568c90462309bc3d01a32cb42d2c6b06?s=128

Jonas Lekevicius

September 10, 2010
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Transcript

  1. Game Design What Makes Games Fun and Addictive By Jonas

    Lekevicius
  2. What is a game?

  3. a task

  4. Skill

  5. Luck

  6. Speed

  7. Logic

  8. Creativity

  9. Strategy

  10. Skill

  11. None
  12. Luck

  13. None
  14. Speed

  15. None
  16. Logic

  17. None
  18. Creativity

  19. None
  20. Strategy

  21. None
  22. Nothing

  23. None
  24. Balance

  25. None
  26. None
  27. Game theory

  28. Obvious things Part 1

  29. No game can be played without the interaction of the

    player. Rule #1:
  30. Things that cannot be skipped. Mistake

  31. Treating game as movie. Mistake

  32. None
  33. The outcome of a game has to be uncertain. Rule

    #2:
  34. It can be really easy.

  35. None
  36. It can be really hard.

  37. None
  38. Making it stupidly long does not make it difficult. Mistake

  39. Not too easy, Not too difficult. Rule #3:

  40. Allow to choose difficulty. Solution #1:

  41. Make game progressively more difficult. Solution #2:

  42. Revisit previous levels with new challenges. Solution #3:

  43. None
  44. Rules Part 2

  45. Rules of the game define the possible actions of the

    players. Rule #4:
  46. Actions player can do

  47. Game controls

  48. Rules are unambiguous, intelligible and apply for all players. Rule

    #5:
  49. Simple

  50. Unambiguous

  51. same for all players

  52. None
  53. Players require a clear goal. Rule #6:

  54. Game should be playable without having to read the manual.

    Rule #7:
  55. None
  56. None
  57. None
  58. None
  59. None
  60. Understand The learning process Rule #8:

  61. Player tries out what he can find.

  62. Player observes how his action change game’s world.

  63. None
  64. Player then learns fundamental patterns.

  65. Visual and Psychological Design Part 3

  66. Computer games simulate or change the real world. Rule #9:

  67. None
  68. The game theme has an impact on the game’s appeal.

    Rule #10:
  69. Conflict and competition are essential for the player’s motivation. Rule

    #11:
  70. Achievements are also very motivational. Rule #12:

  71. more abstract the character, more players will identify with it.

    Rule #13:
  72. None
  73. None
  74. The controls of a game character can be direct or

    indirect. Rule #14:
  75. None
  76. None
  77. selection between different characters allow strategy. Rule #14:

  78. Attachment

  79. None
  80. Strategy

  81. None
  82. Game over

  83. Angry birds Escapa! Lightbot Sims Civilization IV FarmVille Portal Coil

    You Have To Burn The Rope The Worlds Hardest Game WeeWar World of Goo Canabalt Braid VVVVVV MegaMan Counter- Strike Grand Theft Auto 4 World of Warcraft
  84. @flixic