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No Stinking Badges: Better Lessons form Game De...

No Stinking Badges: Better Lessons form Game Design

Seven key concepts game designers take form granted that you should too.

Christina Wodtke

January 03, 2013
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  1. When badges ain’t enough 7 Lessons from Game Design See

    notes: http://www.eleganthack.com/?p=3233
  2. These are the wise people I learned from Some I

    interviewed, some I read their books, some I watched their videos…
  3. 7 Lessons from game design 1.Find your North Star 2.Player

    Types 3.Player Journey 4.Know your mechanics 5.Aesthetics 6.Learn to Teach 7.Measure the f*ck out of everything
  4. Find your North Star Every project needs a goal that

    everyone agrees is worth doing. What is a north star? It is the goal, the thing you are aiming for, and when you arrive, you can launch. http://www.boxesandarrows.com/view/building_a_vision_of_design_success,
  5. Game designers have an inherent North Star because they are

    building a game. It’s FUN. Game designers constantly ask “Is it fun yet” and if the answer is no, they don’t launch. And their team doesn’t launch. Even when it’s late late late. Because there is no point in launching an un-fun game.
  6. The Player Should Have The Fun, Not The Designer Or

    The Computer From a Gamasutra Article “Analysis: Sid Meier's Key Design Lessons” The algorithms were, of course, very fun to construct and interesting to discuss outside of the game. The players, however, felt left behind -- the computer was having all the fun -- so we cut the feature. Game designers are very user centered. They have to be.
  7. Emotion Your northstar is for the heart, not the head

    So when you are working on your project, your northstar should be a strong emotion.
  8. We have been designing in Black and White. There is

    a world of amazing emotions in technicolor just waiting
  9. CONNECTION acceptance affection appreciation belonging cooperation communication closeness community companionship

    compassion consideration consistency empathy inclusion intimacy love mutuality nurturing respect/self-respect CONNECTION continued safety security stability support to know and be known to see and be seen to understand and be understood trust warmth PHYSICAL WELL-BEING air food movement/exercise rest/sleep sexual expression safety shelter touch water HONESTY authenticity integrity presence PLAY joy humor PEACE beauty communion ease equality harmony inspiration order AUTONOMY choice freedom independence space spontaneity MEANING awareness celebration of life challenge clarity competence consciousness contribution creativity discovery efficacy effectiveness growth hope learning mourning participation purpose self-expression stimulation to matter understanding Needs (c) 2005 by Center for Nonviolent Communication Website: www.cnvc.org We are often facile when discussing needs in wed design. If we tap deeper into basic needs, we can get more satisfying products.
  10. AFFECTIONATE compassionate friendly loving open hearted sympathetic tender warm ENGAGED

    absorbed alert curious engrossed enchanted entranced fascinated interested intrigued involved spellbound stimulated HOPEFUL expectant encouraged optimistic CONFIDENT empowered open proud safe secure EXCITED amazed animated ardent aroused astonished dazzled eager energetic enthusiastic giddy invigorated lively passionate surprised vibrant GRATEFUL appreciative moved thankful touched INSPIRED amazed awed wonder JOYFUL amused delighted glad happy jubilant pleased tickled EXHILARATED blissful ecstatic elated enthralled exuberant radiant rapturous thrilled PEACEFUL calm clear headed comfortable centered content equanimous fulfilled mellow quiet relaxed relieved satisfied serene still tranquil trusting REFRESHED enlivened rejuvenated renewed rested restored revived (c) 2005 by Center for Nonviolent Communication Website: www.cnvc.org We are limited in how we talk about emotion in Wed Design. We talk about delight, and frustration. But there are many more words we could be designing for…
  11. AFRAID apprehensive dread foreboding frightened mistrustful panicked petrified scared suspicious

    terrified wary worried ANNOYED aggravated dismayed disgruntled displeased exasperated frustrated impatient irritated irked CONFUSED ambivalent baffled bewildered dazed hesitant lost mystified perplexed puzzled torn DISCONNECTED alienated aloof apathetic bored cold detached distant distracted indifferent numb removed uninterested withdrawn EMBARRASSED ashamed chagrined flustered guilty mortified self-conscious DISQUIET agitated alarmed discombobulated disconcerted disturbed perturbed rattled restless shocked startled surprised troubled turbulent turmoil uncomfortable uneasy unnerved unsettled upset YEARNING envious jealous longing nostalgic pining wistful PAIN agony anguished bereaved devastated grief heartbroken hurt lonely miserable regretful remorseful SAD depressed dejected despair despondent disappointed discouraged disheartened forlorn gloomy heavy hearted hopeless melancholy unhappy wretched TENSE anxious cranky distressed distraught edgy fidgety frazzled irritable jittery nervous overwhelmed restless stressed out VULNERABLE fragile guarded helpless insecure leery reserved sensitive shaky AVERSION animosity appalled contempt disgusted dislike hate horrified hostile repulsed FATIGUE beat burnt out depleted exhausted lethargic listless tired weary worn out ANGRY enraged furious incensed indignant irate livid outraged resentful (c) 2005 by Center for Nonviolent Communication Website: www.cnvc.org As well, Game designers are much more comfortable with creating negative emotions than wed designers, who Mostly aim for “happy.” But as part of a sequence, a slight negative can increase a positive.
  12. People find role playing cheesy, makes them self conscious. The

    game forces you into uncomfortable situations. You take a situation and a pattern and match them up.. It might be a pattern you avoid because you aren’t good at it. And it creates much more teachable scenarios. Dan Brown’s Communicating Design Game. Sometimes stress can teach.
  13. aggravated discouraged incensed perplexed burnt out invigorated encouraged serene empowered

    giddy Design exercise: what could be made to create these emotions?
  14. Grace (62/ female/ widowed/ Little Rock, AR.) “I like playing

    my favorite games online, but if I can play with friends, well that’s even better!” Personal Background: Her husband has passed on. She has two grown kids, both of whom live far away. She misses the kids, but has a fairly large circle of friends that she spends time with. Technical Proficiency: Limited. Can use her browser and her email. MS Word confuses her, and she doesn’t like using it. Doesn’t know what an OS is. Tends to click yes if the browser prompts her to do anything, and will click wildly until things work. History with games: Plays crossword puzzles daily and saves them. Plays card games, PhotoJam, but is offended by South Park cartoons Game’s opportunity: If Grace can be convinced to participate in community activities, she will become a loyal user of the site. She needs to be sheltered from the sick and twisted content, however. 2001 This is a classic persona my old company CarbonIQ made for a casual gaming site. It was useful. But….
  15. Richard Bartle http://www.mud.co.uk/richard/hcds.htm Drawing: Frank Caron http://frankcaron.com Understanding behavioral patterns

    in player types, and what features support the behavior desired is also useful. Maybe more useful.
  16. 4 Key Engagement Styles in Social Gaming Compete Collaborate Explore

    Express Copyright Amy Jo Kim Amy Jo Kim has developed different player types that you find in Social Games. Each one has his or her own play style. Knowing these needs shapes the feature set and core loop.
  17. This is a core loop for a very simple game.

    I’m actually shocked we don’t map this on other projects. Amazon’s is Seek, evaluate, buy.
  18. Backyard Monsters takes the classic tower defense loop (build defense,

    get attacked, redo) and adds complexity by letting you also attack and build offensive as well as defensive tools.
  19. Mechanics Some of the more sleezy gamification gurus use this

    term as mind-control tricks. But really they are just what makes games tick.
  20. Paper beats rock, rock beats scissors, scissors beats paper. The

    game of rock paper scissors lizard spock adds In two more elements for added complexity. And nerdity.
  21. Sometimes they are constraints A constraint is usually about resource

    management. How much energy/money/stuff you need.
  22. Pinch The pinch is the place where you run out

    of something. I.e. You run out of lives in the arcade, and you reach in your pocked for a quarter. Or twelve.
  23. Energy is a typical social game pinch. You can solve

    with money or with being “social” i.e. begging from friends.
  24. In cityville, real estate is an excellent pinch. You could

    just buy more land, but you could also upgrade to better buildings, rearrange your items, or store something. More options + more fun play.
  25. In Castleville the pinch is also part of the play.

    New land is shrouded in shadow, so you may discover new mysteries as you look to expand.
  26. Sometimes they are manipulations But it’s ok because I feel

    something? Manipulation is tough. We go to the theater to be manipulated. We like a certain amount of orchestration of our feelings. But we sure don’t like being taken advantage of.
  27. 6 key principles of persuasion by Robert Cialdini Reciprocity Social

    Proof Commitment and Consistency Authority Liking Scarcity Name the persuasion techniques being used by these social games. Trust me, a little time on Facebook and you can collect all six. And find a few new ones.
  28. All game designers I’ve met talk about FTUE (first time

    user experience) and elder game at a minimum. Almost no web/app developer I speak with discusses these much if at all. Is a tutorial enough?
  29. Short term: Actions taken successfully create mini- rewards in the

    form of doobers. Zynga invented the “doobers” which is when something good happens you see an outflowing of stars or coins. It’s the equivalent of the slot machine flowing out, and very satisfying.
  30. Leaderboards There is a certain satisfaction in kicking a friends

    bum. However, if you have a place where not much social is happening, be sure to motivate me by making me beat my own high score. Not feel lonely.
  31. Mastery Moving from a novice to a master is why

    we play tennis, chess or even do things like knitting or woodworking. We humans love to know we are getting better at something. Crafting in Castleville, and many other games is all about repetition. Is the user really feeling mastery here? In Bubblewich saga, like many match- three games, it’s all about beating your own score as well as others. You can see and feel your improvement.
  32. Chance Narrative, mechanics Chits (characters) Emotions anxious cranky edgy fidgety

    frazzled irritable jittery nervous overwhel med restless stressed fragile guarded helpless insecure leery reserved sensitive shaky appreciative moved thankful touched amazed awed wonder amused delighted glad happy jubilant pleased tickled blissful ecstatic elated enthralled exuberant This slide was up for the Design exercise. Everyone got dice, five index cards and a token.
  33. From Art of Game Design, by Jesse Schell. This his

    process diagram, and looks accurate to me. Game people often talk about “wandering in the wilderness”: the time while you are trying to achieve fun.
  34. Make it pretty, make a profit. Often web and app

    design just slaps some pretty on it at the end.
  35. Grace and Glory enemy concept designs by Yusuke Hashimoto. From

    the upcoming video game Bayonetta. Concept design by Min Zhou http://minzhouportfolio.blogspot.com/ However, in game design the aesthetics are considered as much a part of the game as the mechanics and loop, and work is begun on exploring direction on day one… and this inspires the mechanics.
  36. Playtest like you mean it Again, game designers seem way

    more user centered than most others. They don’t say “we’ll do two rounds of testing.” They’ll test over and over until fun arrives.
  37. Sid Meir, Everything You Think You Know Is Wrong. Watch

    18:40-23:53 http://www.youtube.com/watch?v=bY7aRJE-oOY&feature=BFa&list=PL8E8E672C0031DC3A
  38. Learn how to teach Most web app designers through learning

    into a quickie tutorial in the beginning. But game designers, focused on mastery and that satisfaction weave it through the game.
  39. Dance Central made learning the moves a key part of

    the game, not just a simple add on. You feel like you are really learning to dance.
  40. After Release the hounds of project management Optimize, optimize, optimize.

    Determine key metrics, and watch them like a hawk. Measure everything, but know what key metrics are your life blood. Test all assumptions.