4. Games under the hood
Transcription
4. Games under the hood
GAME DESIGN From CONCEPTS to IMPLEMENTATION [ 4. Games under the hood ] LUT SUMMER SCHOOL [ 8-12 AUGUST 2016 ] Presented by StudioCLANGORE Ok, it’s time to dig deep into GAMES STRUCTURE and how this helps designing your game. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] GAME STRUCTURE ▸ We already went through what games have in common… [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] GAME STRUCTURE ▸ Objective ▸ Structure ▸ Right. But…what’s under the hood? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Introducing: TRACY FULLERTON [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Game designer, educator, writer, and Director of the Game Innovation Lab @ USC SHE DISSECTS GAMES STRUCTURE THROUGH BASIC BLOCKS CALLED FORMAL ELEMENTS [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 1. PLAYERS ▸ Games are designed for an AUDIENCE! ▸ What do they like? ▸ What don’t they like? Why? ▸ What do they expect to see in a game? ▸ … [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] This is not a MARKETING ISSUE Let’s stress this out. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Defining the right audience is important to DEFINE THE RIGHT MECHANICS …that is, learning “Who likes what”. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Acting KILLER ACHIEVER Players World SOCIALIZER EXPLORER Interacting [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Richard Bartle, Hearts, Clubs, Diamonds, Spades: Players who suit MUDs (1996) Acting COMPETE WIN PURCHASE SHOWOFF COMPARE TAUNT CUSTOMIZE DECORATE DESIGN BUILD Players World SHARE HELP REVIEW GREET COMMENT LIKE CURATE VOTE EXPLORE RATE COLLABORATE Interacting [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Richard Bartle, Hearts, Clubs, Diamonds, Spades: Players who suit MUDs (1996) Also, focus on PLAYER ROLES to design intriguing dynamics! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 1. PLAYERS ROLES ▸ Uniform roles ▸ Different roles ▸ Emergent roles [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] And don’t forget about PLAYER INTERACTION PATTERNS [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 1. PLAYER INTERACTION PATTERNS ▸ Single player VS game ▸ Player VS player [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 1. PLAYER INTERACTION PATTERNS ▸ Multiple individual players VS game ▸ Cooperative play [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 1. PLAYER INTERACTION PATTERNS ▸ Multilateral competition ▸ Unilateral competition [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 1. PLAYER INTERACTION PATTERNS ▸ Team vs team [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. OBJECTIVE ▸ Give players something to strive for ▸ Challenging… ▸ …but achievable [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Usually players compete over the same objective. BUT THAT’S NOT CARVED IN STONE! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. ASYMMETRIC OBJECTIVES ▸ That is: different roles, different goals ▸ Think about unilateral competition! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Let’s hear you. WHAT GOALS YOU ENCOUNTERED FREQUENTLY while playing? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. COMMON GOALS ▸ Capture / Kill ▸ Chase [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. COMMON GOALS ▸ Race ▸ Align [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. COMMON GOALS ▸ Rescue ▸ Escape / Infiltrate [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. COMMON GOALS ▸ Avoid forbidden act ▸ Construct [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. COMMON GOALS ▸ Explore ▸ Solve [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 2. COMMON GOALS ▸ Outwit ▸ …and any combination of those, too. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] See some connection with PATTERNS? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Wait. But what about sandbox games? What about simulations? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] There’s no such thing as NO GOALS. But there are EMERGENT OBJECTIVES that players may put for themselves. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 3. PROCEDURES ▸ Set/sequence of actions players can take to achieve the goal ▸ a.k.a “Who does what, where, when, how?” [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 3. PROCEDURES ▸ A word on efficiency [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 3. SUPER MARIO BROS PROCEDURES ▸ Move ▸ Run [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 3. SUPER MARIO BROS PROCEDURES ▸ Jump ▸ Shoot (…and so on.) [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 3. COMMON PROCEDURES TYPES ▸ Starting Actions ▸ Put game into play ▸ Progressing Actions ▸ Successive, common actions ▸ Special Actions ▸ Dependent from game state ▸ Resolving Actions ▸ Bring the game towards conclusion [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Procedure definition is a good moment to design CONTROLS, as there’s usually a strong connection between the two. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 4. RULES ▸ Basically define what is allowed and what is not [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 4. RULES DEFINITION STEPS ▸ 1) Define objects and concepts ▸ e.g. “A knight.” [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 4. RULES DEFINITION STEPS ▸ 2) Restrict actions ▸ e.g. “A Knight cannot move in a straight line.” [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 4. RULES DEFINITION STEPS ▸ 3) Determine effects or triggers ▸ e.g. “Whenever a Knight completes movement on an opponent piece, the latter gets captured.” [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 4. RULES DEFINITION STEPS ▸ 4) Wrap rules up ▸ Players need to understand or grasp them clearly! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Wrapping rules up helps DISCOVERABILITY which is quite different according to the medium. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 5. RESOURCES ▸ Assets to accomplish goals or gain advantages ▸ Scarcity + Utility [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 5. COMMON RESOURCES ▸ Traditional resources ▸ Lives [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 5. COMMON RESOURCES ▸ Units ▸ Health [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 5. COMMON RESOURCES ▸ Currency ▸ Actions [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 5. COMMON RESOURCES ▸ Power-ups ▸ Inventory [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 5. COMMON RESOURCES ▸ Terrains ▸ Time [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 5. COMMON RESOURCES ▸ …and, as always, any combination of those [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 6. CONFLICT ▸ The sum of situations and conditions which deny players to accomplish goals directly [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 6. CLASSIC CONFLICT SOURCES ▸ Obstacles ▸ Physical or conceptual [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 6. CLASSIC CONFLICT SOURCES ▸ Opponents [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 6. CLASSIC CONFLICT SOURCES ▸ Dilemmas [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 7. BOUNDARIES ▸ What separates the game from everything that’s not the game [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 7. BOUNDARIES ▸ Physical… ▸ …or conceptual [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] We are used to think about games as CLOSED SYSTEMS, where boundaries are easily recognizable. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] But think about AUGMENTED REALITY GAMES, where interaction with outside world is possible! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 7. BOUNDARIES ▸ Blurred lines [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Always think to boundaries in terms of MAGIC CIRCLE! Random kid kicking a ball [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Soccer player scoring Also, remember that boundaries may extend OUTSIDE THE PHYSICAL SCOPE of the game! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 8. OUTCOME ▸ The actual “result” of the game ▸ Which is related to the end condition, if possible [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 8. OUTCOME ▸ It differs from game objective ▸ Other factors may be involved! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] When the outcome is designed, it MUST be UNCERTAIN through most of the game! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS 8. POSSIBLE OUTCOMES ▸ Zero-sum games ▸ Non zero-sum games [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Ok, I get those formal elements. Now, HOW DO I USE THEM? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] FORMAL ELEMENTS ▸ As conceptual tools FORMAL ELEMENTS ▸ Analyze games PLAYERS ▸ Avoid design holes OBJECTIVE ▸ As shared vocabulary ▸ To give context PROCEDURES RULES RESOURCES ▸ Inspiration CONFLICT ▸ Alternatives BOUNDARIES ▸ Problems OUTCOME [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Remember to examine them all, while writing YOUR GAME CONCEPT [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Formal elements do describe game fundamentals. But is this enough to lure players in our web? (this is fun) [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] (this is…meh) Formal elements lack in considering what ENGAGES PLAYERS EMOTIONALLY [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] PLAYER ENGAGEMENT IS DISCUSSED THROUGH BASIC BLOCKS CALLED DRAMATIC ELEMENTS [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 1. CHALLENGE ▸ Basically, we’re talking about FLOW ▸ It’s about finding the good balance/pacing between skills and difficulty ▸ a.k.a. the correct steepness in the graph [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 1. CHALLENGE ▸ To ensure that, give CLEAR GOALS ▸ …and CLEAR FEEDBACK [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] This is related to the so-called PARADOX OF CONTROL i.e., give meaningful choices to influence an unsure outcome [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 1. THE PARADOX OF CONTROL ▸ Give players tools to exercise control… ▸ …without undermining uncertainty. “Only when a doubtful outcome is at stake, and one is able to influence that outcome, can a person really know she is in control.” M. Csikszentmihalyi [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 2. PLAY ▸ “Free movement within a more rigid structure” ▸ Basically, it’s what we can do “creatively” inside the game boundaries [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] It’s more a TYPE OF APPROACH rather than a “thing” itself [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 2. TYPES OF PLAY ▸ Competitive play ▸ Chance-based play ▸ Make-believe play ▸ Vertigo play Roger Caillois, Man, Play and Games (1961) [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Caillois taxonomy can be useful to focus on TYPE-RELATED PLEASURES in order to define the overall game experience. [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] This has also an impact on PLAYER PROFILING as we described it earlier! [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] As an example… COMPETITOR EXPLORER COLLECTOR ACHIEVER JOKER ARTIST DIRECTOR STORYTELLER PERFORMER CRAFTSMAN (Don’t forget: game design is ALWAYS related to players!) [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 3. PREMISE ▸ What estabilishes the action within a setting or a metaphor ▸ Gives context ▸ Sets the conflict in motion [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] This is (part of) what actually dresses raw data ▸ You are a set of data. ▸ You are the last robot of the Earth. ▸ Your goal: to increase your values. ▸ Your goal: to improve your circuits and weapons. ▸ To do so, you engage other sets of data according to complex algorithms. ▸ To do so, you battle a submutant race that took over the planet. ▸ If your data wins the analysis, you win. ▸ If your defeat the mutant menace, you win [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] (waaay cooler.) DRAMATIC ELEMENTS 4. CHARACTER ▸ Agent(s) to identify with ▸ Enforces player presence within the game [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 4. CHARACTER TYPE ▸ Is that a CHARACTER or an AVATAR? ▸ Shades of grey do exist CHARACTERS Pre-designed backstories, features, motivations [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] AVATARS Player-created, customizable, growth, role-play DRAMATIC ELEMENTS 4. CHARACTER DESIGN PILLS ▸ Define a character according to ▸ What she wants? ▸ What she needs? ▸ What she fears? ▸ Which situations put her at her best? Which ones give her troubles? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 4. CHARACTER DESIGN PILLS ▸ Define a character according to ▸ What she does? ▸ What she says? ▸ What she looks like? ▸ What others say about her? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 4. CHARACTER DESIGN PILLS ▸ Define a character according to her development ▸ Round ▸ Flat [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 5. STORY ▸ Narrative content that unfolds through gameplay ▸ Like the Premise, it gives context [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 5. STORY ▸ But UNLIKE the Premise: ▸ It has uncertain outcome ▸ Can be seen as positive feedback [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] But most of all, game stories bring a sense of ACCOMPLISHMENT given by player agency in solving the conflict “I saved the galaxy!” [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 5. STORY ▸ Sometimes, players have even more control ▸ Branching storylines ▸ Emergent stories [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] DRAMATIC ELEMENTS 5. STORYTELLING PILLS ▸ Like in traditional storytelling, games stories support the classic dramatic arc CLIMAX RISING ACTION EXPOSITION [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] RESOLUTION James Harris, The PERIODIC TABLE OF STORYTELLING http://jamesharris.design/periodic/ LET’S SUM UP FORMAL ELEMENTS DRAMATIC ELEMENTS PLAYERS CHALLENGE OBJECTIVE PLAY PROCEDURES PREMISE RULES CHARACTER RESOURCES STORY CONFLICT BOUNDARIES OUTCOME [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Your goal, as a designer, is to make the game COMPELLING ENGAGING for the brain, and for the heart [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Tracy Fullerton, GAME DESIGN WORKSHOP: A playcentric approach to creating innovative games A K Peters / CRC Press, 3rd edition (2014) ISBN 1482217163 http://www.tracyfullertona.com/ What is your position towards FORMAL VS DRAMATIC struggle, if any? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ] Any FURTHER QUESTIONS? [ LUT SUMMER SCHOOL 2016 ] [ GAME DESIGN - FROM CONCEPTS TO IMPLEMENTATION ]