Venture Capitalist and former EA exec Bing Gordon thinks everything should be "gamified" and that a degree in game design is now as important as an MBA.
http://www.livecareer.com/news/Computers-Information-Technology/Venture-capitalist-calls-video-game-design-the-new-MBA-_$$00849.aspx
Tuesday, February 15, 2011
Tuesday, February 8, 2011
NO CLASS TODAY - TUESDAY 2/8
My wife delievred a beautiful baby girl Saturday night. We are safe, healthy, home and resting...and tired! I am taking today as a sick day to help with the baby and household.
Class will resume Thursday. Since we do not have class today, your board games are due next Tuesday. I will schedule a make up class later in the semester.
Thursday will be our final board game playtest - please make sure you have your rules printed up and a good first pass on integrating new art into your game.
Class will resume Thursday. Since we do not have class today, your board games are due next Tuesday. I will schedule a make up class later in the semester.
Thursday will be our final board game playtest - please make sure you have your rules printed up and a good first pass on integrating new art into your game.
Tuesday, February 1, 2011
The Spiral
Below is an image that describes spiral development. It presents an ideal workflow for making games. The states repeat as the spiral moves outwards from the center.
link
The stages of spiral development are:
1. Determine Objectives
2. Identify and Solve Risks
3. Develop and Test
4. Plan the next iteration.
link
The stages of spiral development are:
1. Determine Objectives
2. Identify and Solve Risks
3. Develop and Test
4. Plan the next iteration.
Richard Bartle's Taxonomy of Player Types
Richard Bartle has been designing online RPGs for years, defined the four types of game players:
Achievers - want to achieve the goals of the game. Primary pleasure is challenge.
Explorers - want to get to know the depth and breadth of the game. Primary pleasure is Discovery.
Socializers - are interested in relationships with other people/players. Primary pleasure is fellowship.
Killers - interested in competing with and defeating others. Primary pleasure is challenge, mixed with destruction.
Achievers - want to achieve the goals of the game. Primary pleasure is challenge.
Explorers - want to get to know the depth and breadth of the game. Primary pleasure is Discovery.
Socializers - are interested in relationships with other people/players. Primary pleasure is fellowship.
Killers - interested in competing with and defeating others. Primary pleasure is challenge, mixed with destruction.
Marc LeBlanc's Taxonomy
Marc LeBlanc is a game designer who has proposed 8 types of "pleasures" that game players experiece.
1. Sensation - anything involving the joy of experiencing with the senses.
2. Fantasy - the pleasure of imaginary worlds, and imagining yourself as part of it.
3. Narrative - the pleasure of experiencing the unfolding of events.
4. Challenge - the pleasure of solving problems in a game.
5. Fellowship - Friendship, cooperation, community
6. Discovery - Seeking and finding something new
7. Expression - Expressing yourself and creating things (games that let you design characters, etc).
8. Submission - allowing yourself to be swept up in the rules and experiences of the game.
1. Sensation - anything involving the joy of experiencing with the senses.
2. Fantasy - the pleasure of imaginary worlds, and imagining yourself as part of it.
3. Narrative - the pleasure of experiencing the unfolding of events.
4. Challenge - the pleasure of solving problems in a game.
5. Fellowship - Friendship, cooperation, community
6. Discovery - Seeking and finding something new
7. Expression - Expressing yourself and creating things (games that let you design characters, etc).
8. Submission - allowing yourself to be swept up in the rules and experiences of the game.
Lens of the Problem Statement
To use this lense, think of your game as a solution to a problem/
Ask yourself these quesions:
What problem, or problems, am I really trying to solve?
Are the changes I am making to my game helping to do so? Why?
How will I be able to tell if the problem is solved?
Defining the constraints and goals for your game as a problem statement can help you move to a clearer game design much more quickly.
Three benefits of clearly stating your problem:
1. Broader creative space - Many people jump to solutions too fast and start thier creative process there. If you start at the problem instead, you will be able to explore a greater creative space and find solutions where no one is looking.
2. Clear Measurement - You have a clear measurement of the quality of solutions - how well do they solve the problem?
3. Better communication - Getting and giving feedback with a team will work much better if the problem has been clearly stated.
Ask yourself these quesions:
What problem, or problems, am I really trying to solve?
Are the changes I am making to my game helping to do so? Why?
How will I be able to tell if the problem is solved?
Defining the constraints and goals for your game as a problem statement can help you move to a clearer game design much more quickly.
Three benefits of clearly stating your problem:
1. Broader creative space - Many people jump to solutions too fast and start thier creative process there. If you start at the problem instead, you will be able to explore a greater creative space and find solutions where no one is looking.
2. Clear Measurement - You have a clear measurement of the quality of solutions - how well do they solve the problem?
3. Better communication - Getting and giving feedback with a team will work much better if the problem has been clearly stated.
The Lens of Infinite Inspiration
To use this lense, sopt looking at your game and start looking everywhere else.
Ask yourself these questions:
What is an experience I have had in my life that I would want to share with others?
How can I capture the essence of that experience (even in a small way) and put it into my game?
Ask yourself these questions:
What is an experience I have had in my life that I would want to share with others?
How can I capture the essence of that experience (even in a small way) and put it into my game?
Subscribe to:
Posts (Atom)