About Presenter:
Michael John(UCSC), teach game design
Learning Craft: Apprenticeship
- YujiNaka(中 裕司, Hedgehog) -> Mark Cerny(PS4) -> Michael John
About credibility:
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Train a person to be perceived as credible (by the game development community)
- roles and teamwork
- scrum and agile methodologies
- play testing and user research
- production pipeline
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Game credibility
- sth > intuitive
- game consultant: play the game for 15min and tell me what's wrong with it and how to fix it.
- e.g. People keep driving left and off the road when using a PS controller to play a driving game. Problem solve: thumb angle about 45-degree and overcorrect the straight direction by about 30-degree. Simply correct the angle input by script program.
- Define What Game is:
- An interactive system comprised of loop of activities, designed to create an experience in the mind and heart of the player.
- interactive system == loop of {action -> outcome -> state -> action}
- use player experience to interpret the loop {action -> feedback -> affordance -> action}
Additional Game Theory
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Emergence
- It's any behavior that is not purely predicted in advance by a system.
- X: make a complicated system and add more var.
- O: add more simple loops and link them together.
- e.g. 1 chess. chess with only two horse is dumb.
- e.g. 2 sim city. A new feature's worthiness depends on how many other features it touch.
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Experience Design
- Flow state (out of comfort -> back into comfort -> out of comfort -> back again)
- Sequencing (randomish, predicatable is boring)
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Meaning thru Mechanics
- Typical Process: Functions(do what) -> Premise(at where) -> Emotion(feel like)
- Story Process: Premise(at where) -> Functions(do what) -> Emotion(feel like)
- Flip Process: Emotion -> Funtion -> Premise
- Find a emotion annoying -> think about what you like to do to be an expression of those emotions if you could. ->
- e.g. Hard finding a parking lot? Just bash a car out.
- Practice: Think about a real situation that trigger emotions like anger, joy, frustration, love, paranoia, jealousy, loss, confusion, surprise, excitement, boredom(How to make a boring game without stupid?), compassion, pride. etc.
- The trick is meaning generated through player choices.
Reference
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