IGDA Austin 04 2007 HarveySmith

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How to make games fun: 

How to make games fun

How to make games fun: 

How to make games fun How to make games not suck

How to make games fun: 

How to make games fun How to make games not suck Game development is black magic

How to make games fun: 

How to make games fun How to make games not suck Abstract concepts for game designers Game development is black magic

How to make games fun: 

How to make games fun How to make games not suck Abstract concepts for game designers Game development is black magic A few concepts that might be useful

Just talking about “fun” is difficult.: 

Just talking about 'fun' is difficult.

Slide7: 

People mean many different things when they say 'fun' Different types of games are fun in different ways Fun is a fine term for gamers; too vague for game-makers It doesn’t harm the experience to demystify it Naming and deconstructing allows us to share concepts

3 topics tonight: 

3 topics tonight General notion of fun in games Flow State Marc Leblanc’s '8 kinds of fun'

3 topics tonight: 

3 topics tonight General notion of fun in games Flow State Marc Leblanc’s '8 kinds of fun'

General notions: 

General notions Soft learning curves Accessible systems, GUI, concepts Variation  Gameplay, setting, lighting, scale, drama, et al   Visible influence toward goal Feedback, agency, responsiveness, customization Positive challenge:reward ratio Players are bored with always winning or always losing

3 topics tonight: 

3 topics tonight General notion of fun in games Flow State Marc Leblanc’s '8 kinds of fun'

Flow state: 

Flow state Feeling of complete and energized focus in an activity with a high level of enjoyment and fulfillment Coined by psychologist Mihaly Csikszentmihalyi ('Chick-sent-me-high-eee') Requires: Clear goals, unambiguous feedback and a sense of control.

3 topics tonight: 

3 topics tonight General notion of fun in games Flow State Marc Leblanc’s '8 kinds of fun'

8 kinds of fun: 

8 kinds of fun Sensation Game as sense-pleasure Fantasy Game as make-believe Narrative Game as drama Challenge Game as obstacle course Fellowship Game as social framework Discovery Game as uncharted territory Expression Game as self-discovery Repetition Game as routine pastime

Thanks!: 

Thanks! Email me for slides or further discussion hsmith@midway.com