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Michael C. Neel Quest For Fun

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GAME DESIGN Anthropology Animation Architecture Brainstorming Business Cinematography Communication Creative Writing Economics Engineering History Management Music Psychology Public Speaking Sound Design Technical Writing Visual Arts

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LISTENING

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IncaBlocks

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Xbox Live Community Games (aka XBLIG)

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IncaBlocks October 14 – 23, 2009 RIP 0 100 200 300 400 500

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FUN

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What are the conditions and actions required to elicit the emotional response commonly associated with “fun” in a given person or group?

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Fun is the Eureka Moment

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Games Teach

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It’s Just Evolution

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Fun Needs the Familiar

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Constant Small Changes

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The Legend of Zelda

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The Legend of Zelda

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The Legend of Zelda

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Change Yields Progress: Zelda Darknut

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The Power Curve: Bejeweled Level Points Needed Match 3 1 - 2 500 10 2 - 3 1000 15 3 - 4 1500 20 4 - 5 2500 25 5 - 6 3300 30 6 - 7 4400 35

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The Power Curve: Bejeweled Level Points Needed Match 3 Difficulty 1 - 2 500 10 50 2 - 3 1000 15 67 3 - 4 1500 20 75 4 - 5 2500 25 100 5 - 6 3300 30 110 6 - 7 4400 35 126

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The Power Curve: Bejeweled Level Points Needed Match 3 Difficulty Increase 1 - 2 500 10 50 - 2 - 3 1000 15 67 17 3 - 4 1500 20 75 8 4 - 5 2500 25 100 25 5 - 6 3300 30 110 10 6 - 7 4400 35 126 16

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The Power Curve: Bejeweled

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Large Change Over Time

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Large Change Over Time

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Expectations 1:20 0:00.7 0:02 Ben Cousins / Develop Magazine August 2002

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Motivation: Why We Play

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• Sensation Game as sense-pleasure • Fantasy Game as make-believe • Narrative Game as unfolding story • Challenge Game as obstacle course • Fellowship Game as social framework • Discovery Game as uncharted territory • Expression Game as soap box • Submission Game as mindless pastime Eight Kinds of Fun Robin Hunicke, Marc LeBlanc, Robert Zubek

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Games Are Combinations • Charades Fellowship, Expression, Challenge • Quake Challenge, Competition, Sensation • The Sims Discovery, Fantasy, Expression, Narrative • Final Fantasy Fantasy, Narrative, Expression, Discovery, Challenge, Submission

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Inclusive vs Exclusive Design

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A role-playing game based on the legends of King Authur! The player selects one of four knights of the Round Table and then rides off to adventure in medieval England. He will fight mythical beasts, rescue damsels in distress, and encounter figures of legend such as Merlin and the Lady of the Lake. Ultimately he will find the Holy Grail! He can then select another knight and take on the quest again with new challenges! • This is an Exclusive Design • Male focused language • Play as a male character • Few (no?) positive female characters Camelot Adventures

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A role-playing game based on the legends of King Authur! The player begins as a knight finding a Camelot in Ruin. The Holy Grail is lost and the Knights of the Round Table are missing. The King asks the player to find the knights, who are each ensnared in their own quests. Each encounter presents new challenges as the player fights mythical beasts, solves ancient puzzles, and encounters figures of legend such as Merlin and the Lady of the Lake. In the end the player returns to Camelot with the Holy Grail and is made a full Knight of the Round Table ! • Neutral Language • Player can choose Avatar • Player is rewarded • A more interesting game? • Scaling from one to two is the hardest step! Camelot Adventures

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The Blind Spot Problem People Who Could Play My Game Play My Game (Not to scale) People Like Me

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EMPATHY Remember Listening?

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Jason VandenBerghe

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The Big 5 (OCEAN) (Gamer) Openness to Experience Conscientiousness Extraversion Agreeableness Neuroticism Imagination Artistic Interests Emotionality Adventurousness Intellect Liberalism

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5 Domains of Play (Game) The Big 5 (OCEAN) (Gamer) Openness to Experience Novelty Conscientiousness Challenge Extraversion Stimulation Agreeableness Harmony Neuroticism Threat

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5 Domains of Play (Game) The Big 5 (OCEAN) (Gamer) O N C C E S A H N T 0.42 0.327 0.51 0.28 0.015

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5 Domains of Play (Game) The Big 5 (OCEAN) (Gamer) Openness to Experience Novelty Conscientiousness Challenge Extraversion Stimulation Agreeableness Harmony Neuroticism Threat

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Harmony (Agreeableness) Challenge (Conscientiousness) Novelty (Openness to Experience) Stimulation (Extraversion)

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Harmony (Agreeableness) Challenge (Conscientiousness) Novelty (Openness to Experience) Stimulation (Extraversion) Realism vs. Fantasy Building vs. Exploring Easy vs. Hard Work vs. Impulse Groups vs. Solo Thrilling vs. Serene PvP vs Team Context vs. Mechanics (Imagination) (Adventurousness) (Self-Efficacy) (Self-Discipline) (Gregariousness) (Excitement-Seeking) (Accomodation) (Sympathy)

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Team PvP Harmony Context Mechanics Skilled Less Skilled Work Challenge Not Work Explores Builds Fantasy Realism Novelty Thrill Calm Multiplayer Solo Stimulation

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Explores Builds Fantasy Realism Investigator Architect Novelty (Openness to Experience) Adventurer Inventor

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Adventurer Explores Builds Fantasy Realism Novelty (Openness to Experience) Investigator Architect Imagineer

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Work Play Impulse Play Skilled Play Less Skilled Play Perseverer Dabbler Challenge (Conscientiousness) Masterer Talent

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Work Play Impulse Play Skilled Play Less Skilled Play Perseverer Dabbler Challenge (Conscientiousness) Masterer Talent

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Excitement Serenity Multiplayer Solo Lone Wolf Hermit Stimulation (Extraversion) Party Animal Shepherd

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Excitement Serenity Multiplayer Solo Lone Wolf Hermit Stimulation (Extraversion) Party Animal Shepherd

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Context Mechanics Team PvP Knight Killer Harmony (Agreeableness) Sport Soldier

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Context Mechanics Team PvP Knight Killer Harmony (Agreeableness) Sport Soldier

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Team PvP Harmony Mechanics Context Challenge Novelty Stimulation

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Team PvP Harmony Mechanics Context Challenge Novelty Stimulation

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Team PvP Harmony Mechanics Context Challenge Novelty Stimulation

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PLAYER ACTING It’s Empathy Training!

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Mike Plays Final Fantasy

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Empathy Games

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Everything is a Remix

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• A Theory of Fun for Game Design by Raph Koster • The Art of Game Design: A book of lenses by Jesse Schell • Gender Inclusive Game Design: Expanding The Market by Sheri Graner Ray • MDA: A Formal Approach to Game Design and Game Research By Robin Hunicke, Marc LeBlanc, Robert Zubek • The 5 Domains of Play by Jason VandenBerghe • Extra Credits “Puzzle Games” S3E22 Thank you! @ViNull / vinull.com / [email protected] @the_darklorde