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Game Design Essentials

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game designers create the rules. Game design fundamentals. embrace the 'gameness' of games ... could this become a viable learning game? Closing thoughts ... – PowerPoint PPT presentation

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Title: Game Design Essentials


1
Game Design Essentials
  • designing games
  • with learning content
  • Nick Fortugno

2
Introduction
  • Nick Fortugno
  • Co-Founder/CCO of Rebel Monkey
  • Previously Director of Game Design, Gamelab
  • Lecturer at Parsons The New School of Design
  • on Game Design Interactive Narrative

3
Introduction
  • Discussion of designing games as teaching tools
  • What can games teach?
  • How do they teach?

4
Game design fundamentals
5
Game design fundamentals
  • learning-oriented games are still games

6
Game design fundamentals
  • learning-oriented games are still games
  • games are systems

7
Game design fundamentals
  • learning-oriented games are still games
  • games are systems
  • built of rules

8
Game design fundamentals
  • learning-oriented games are still games
  • games are systems
  • built of rules
  • that create play

9
Game design fundamentals
  • learning-oriented games are still games
  • games are systems
  • built of rules
  • that create play
  • game designers create the rules

10
Game design fundamentals
  • embrace the gameness of games
  • competition and cooperation
  • pleasure and frustration
  • the process of play

11
Lets play a game!
  • get into groups of 4-6 players
  • each group has a deck of 15 cards
  • each player has 10 clips of any color
  • shuffle cards and place into three stacks of 5
    cards
  • put all your beads in your left hand
  • now you are ready to play

12
Dungeon Attack!
  • A bidding game with gamer content
  • - turn over the top card on the first deck
  • secretly put beads in your right hand (your bid)
  • players reveal bids all at once
  • the highest UNIQUE bid gets the card
  • leave the beads you bid in front of you
  • start a new card new bid
  • after 5 cards, you get all your beads back
  • do the next two decks
  • the player with the most points at the end wins

13
Discussion
  • what was your groups experience?
  • what were the elements of the system?
  • what kind of play did the rules create?

14
Process, not data
  • games are good at procedures, not information

15
Process, not data
  • games are good at procedures, not information
  • designing a game is creating an activity, not
    content

16
Example 1
  • Ayiti The Cost of Life
  • Teaches about poverty as an barrier to education

17
Example 1
  • Ayiti The Cost of Life
  • Players guide the Guinard family, giving them
    jobs and sending them to school

18
Example 1
  • Ayiti The Cost of Life
  • The use of poverty is the system forces hard
    strategic choices.

19
Example 2
  • Constitutional
  • Convention
  • LARP
  • Designed to teach middle school students
    Constitutionalhistory

20
Example 2
What you want The delegates from Maryland,
representing one of the smaller states, want to
have equal representation, one state one vote,
in congress. - The best case scenario is simply
equal representation for the states. (5
points) - You can compromise a little. Just dont
let population be the only thing that determines
representation. (2 points) You, Luther Martin,
are opposed to slavery in general and wanted to
ban the slave trade. - The only moral and right
position would be to ban slavery entirely in the
new constitution. (7 points) - Marylands people
did not approve of counting slaves as part of a
states population to be represented. (3 points)
  • Constitutional
  • Convention
  • LARP
  • Points used to encourage emergent negotiation
    conventional politics.

21
Process, not data
  • games are good at procedures, not information
  • designing a game is creating an activity, not
    content
  • choose system-based content for your project
  • work with a game-appropriate learning model
  • translate the learning content

22
Redesign!
  • select one learning content
  • redesign the game by changing up to 3 rules
  • - modify the cards or beads
  • - shift the balance of public private
    information
  • - play with the turn order or sequence
  • - create and include a map or board
  • - alter winning conditions or player
    relationships
  • - make a special role for one player
  • stay focused on having your learning content
  • embodied in the activity of the game

23
Discuss
  • what did you do?
  • what worked and what didnt work?
  • what was most challenging?
  • could this become a viable learning game?

24
Closing thoughts
  • game development and game design is hard
  • this is not an accurate simulation of the process
  • games have strengths and weakness as learning
    tools
  • design for the larger context

25
QA
26
Thank you!
  • Nick Fortugno
  • nick_at_rebelmonkey.com
  • www.rebelmonkey.com
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