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,
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.
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.
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.
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…
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.
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….
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.
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.
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.
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.
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.
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.
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.