Tuesday, June 01, 2010

#IEL2010 Gaming Design Workshop (Part 2)

What is the general breakdown of how game team is structured?
- Anything you are doing is because game designer said you are going to.
- Game Designer - architecht
- Programmers - construction guys
- Artists - interior designers
- Sound guys
- Producer - keeps the schedule

Probability and statistics most common math. Some calculus

Let people run head-first into their own problem.
- Will run into the problem of odds eventually.
- They have a problem they want to solve.
- Mathematical patterns hold the key to future games.

Challenge #3 - the last business you were at

- ebay - auction. Game mechanic (win or lose).
- FourSquare - show up, get points. be mayor. beat your friends
- Reward programs - increase business, increase loyalty

Our idea - the Smith and Wesson Shooting Range
- Leaderboard / Achievements
- Ages
- Shoot different types of guns
- Target types
- Rewards: free ammo. Cooler target. Priority registration.
- Compare rank with friends

Think about game mechanics - doesn't have to be competitive.
- Co-op, players vs. system.

Challenge #4 - Design from a Job
- Facebook - challenging platform to develop on.
+ If get a bunch of people - games will start
- These games are really simple, but they compel people to check in regularly and play.
- For a wide variety of people - just pass a few hours. Or a month....
- Beginning to see huge depth of play - Social City
- Facebook - I want you to show up and leave.
+ what takes up time and is repeatable
- MOnetization based on the core!!! Charge a $1 to make the core go faster.
- Also - money in decorating.

- Harvest mechanic - designers seek tasks and mental models that naturally map to a schedule and the real world.
- Goal is to take x, put y into it, more x. Reinvest x.

The Germans best at fun games. - Many about farming.

About social actions (the friend ladder).
- Visit all of your friends.
- Interestingly - 90x less social than board games. May clean up the farm and help. But may not be socializing with her.
- What are they going to DO when they go to the other person's environment?
- We want the ability to show off. All predicated on "what you look like"

What is in it for them?
- Give them some experience. Give them something.
- Why would they go to other friend's places?

A word about viruses.
- If noticed - "blah on facebook did x"
- Some interactivity - makes it less painful to invite people. Let people reach out.

75 million people playing Farmville.

What really need to worry about - how do you monetize this?
- Money goes in the core grind.
- Money goes into customize / personalize

Make a game about a job
- Pick a job
+ Determine its repeatable tasks
+ What is the schedule?
+ What marks progress?
+ What is the ramp (how do I know I am getting better)?
- What are social actions?
- What about virality?
- How to we monetize?

Our idea: Selling Subscriptions (News Junky)
- Collect subscriptions / feeds
- "Sell" them to others
- Get a better news stand - encourage to visit
- For items you subscribe to - better feed dashboard
- As level up - can give "gifts" / travel around
- Monetization - adverising - feeds
- Encourage to get friends to invite friends.

James Paul Gee (discussion at our table) - why people love to do repetitive stuff. Learning and literacy.

Game Design is fun - even if it is tossed out!

Think about - what is the fantasy! What is the cool parts about the job!
- Firefighter. What about it is cool!

People playing games because it is escapism from real life.

How does the player know they are doing it right? Failed?

What tasks are inherent in that job?

Good game topics - Always makes itself. "and then we could...."

You don't need a zillion people to make a game. Doom - about 4 people.
- Very small amount of time.

Game Jam: Make a facebook game about being a novelist

1 comment:

Aaron said...

Again, awesome recap, Wendy. I was regretting not capturing more notes from the slides, but you got it all here.