Good to see the gang again. Digging the Chicago jersey, Mark!
I am dragging folks along with me this year. If you all are lucky - you will meet the infamous Sid ;)
Gaming Design Workshop - Brenda Brathwaite
This year - games in the social space.
What is game design improv?
- Chance to stretch yourself as an educated person
- Challenge yourself
- Work with new friends
- Chance on innovation
The value of a good designer lies in his or her ability to turn anything into a game
- That is where innovation is often found.
If you do no work towards it - isn't worth much.
- More satisfying to destroy the person bidding on the item when you win it on eBay
4 challenges overall
As game designers - you forgot everything you need to know.
- We already know how to have fun.
Make some garbage!!!
Every game - running towards or away from something.
- Draw a line, mark beginning and end
- How do you get there?
- What happens on your turn?
- How many players?
- What speeds you up / slows you down?
+ the game? Events? Other players?
+3 things to slow down
+ 3 things to speed up
- Discuss abominations.
Monopoly is a hostage situation.
- 1st round interesting (Boardwalk / Park Place)
- by 3rd round, you know who is going to win!
Euro games - imagine if you could enjoy the game all the way to the end?
- What if the game is not all about competition?
Quake - if play co-op - fun! No massive skill mismatch.
Design a game from a topic
- Need 12 topics - 6 good, 6 bad (ranged from Disney to Doritos to Al Qaida to Congress - guess where they fell....)
- Roll d6 to determine column you're in and which topic do you get
- Break into teams
- ETA - 45 minutes
- Present idea and discuss challenges
Our game idea - Goldman Sachs
- Core of the game - Maximize my profit + positive reputation. Long term
- 3 or 4 features
+ 2 paths - maximize profit honestly or dishonestly
+ Reputation development / profit development - deal by deal
-- found out - reputation points up and down
-- Profit v. client - always choose client. Max profit over 100 years.
-- penalizes making reputation mistakes over the long term
+ Sim / Civilization - type, turn based
+ Multi-player. (in cohorts)
+ Customer (fees, bid acceptance = function of reputation)
+ Levels - implicit to game until end of stage when told (look at bloomburg)
-- angry or happy clients through avatars / tone
+ Deals created through the corporate data (starting from 1 mo ago - backwards, dynamic).
+ Bloomburg-style news service - focused on the deal at hand "random popup". Will also provide "game news"
+ Stock ticker
+ Lending rate + legislation
- Define avatar or character - Goldman Sachs bank head (you....)
- Platform - PC (closed environment - corporate)
- Estimate budget 70 million dollars (because it's goldman)
- Estimate release date - July 2010
We had thought about an investment banking simulator. That had already been done.
- Dancing with the stars game.
+ Leaderboards are HUGE. Points are HUGE. Very powerful
- Al Qaida - Embrace your inner terrorist
+ If something has a system, you can make a game out of it
+ America's Army - model for recruitment game
- United Airlines - traveler and agent.
+ Avg. facebook game - 1/4 mil, 90 days.
- Enron - rejuvenate the brand
+ Rebuilding the brand - give player sense of ownership. Give them compassionate role.
- Goldman Sachs (our game)
+ Design in the anti-game. People like playing the anti-game
- National Geographic - Aliens visit the natural wonders
- Doritos - Baked v. Normal. Create a new flavor.
+ (like the Ben and Jerry site)
- Disney - "play disney - multi levels"
+ Cited by level designers in their environments. "Almost there....then taking your money"
+ Heavy reuse of assets is a good thing.
+ Play lots of games to get idea of mechanics
+ "We get to make a game!" Can get them to learn anything! Then make them research!!! (hehehe) You are grading what they get out of it - not the game!
- BP - Increase knowledge of cleaning environment (oil spill)
+ If you reach x points, BP - donates to environmental charity
+ Training volunteers
+ If you play a game - really all about learning.
We like unlocking things. We like getting better.