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10 Comfort Games That Encourage Kindness, Community and Well-Being - MindShift. Stardew Valley The pastoral life calls in Stardew Valley, where you’re an urban office worker who inherits an abandoned plot of land from your grandfather. Fed-up with the city grind, you decide to take the plunge and start a new life in Pelican Town, an idyllic 16-bit farming community.

Soon, you’re clearing land, managing crops, monitoring your sleep cycles, visiting the general store, socializing with the townsfolk and exploring the surrounding countryside. The surprise hit of 2016 is a refreshing tend-and-befriend game with throwback graphics and diverse tasks that will keep you blissfully occupied for hours. You can also farm with friends: there’s a multiplayer co-op version that lets up to four players work together, share an income and even tie the knot. Animal Crossing: New Horizon GeoGuessr While we await regularly scheduled flights to resume, GeoGuessr lets us explore the world from the comfort of home. The Outer Wilds Dungeons & Dragons Minecraft Ring Fit Adventure and Just Dance. Levelling Up: A Critical Feminist Pedagogy for Game Design - MAI: Feminism & Visual Culture. Introduction: The Case for Transforming Games Pedagogy Imagine a game design classroom in which students not only hone artistic and technical design skills but also develop interpersonal awareness so that they form a commitment to address the systems of social inequalities in games.

As the course progresses, students begin to take ownership of their inherent power as future game developers, reflect on their spheres of influence, and even consider where they can begin to effect change during their time in college. In this paper, we discuss our use of a feminist, dialogic approach to teaching in the games classroom. Our project is a response to the crisis of toxicity and harassment continually playing out throughout the games field. The report lists stakeholders who are encouraged to take action to change this situation, including the game industry, civil society, and government. With respect to teaching, José P. Dialogic Pedagogy for Feminist Teaching and Learning Conclusion Games Films. OpenAI Plays Hide and Seek…and Breaks The Game! □ Orientation - Art of Gaming | ARTE in English. Features - Game Taxonomies: A High Level Framework for Game Analysis and Design. In 1999, Doug Church proposed the use of formal abstract design tools for game design [3].

Part of Church's suggestion was to develop a common design vocabulary. It's ironic that while the game design community has started to develop these more rigorous design principles for games, there is much confusion even about the most basic of questions, such as what a game is, compared to a story or a simulation. This confusion only increases when we start to consider new and emerging forms like mobile games, location-based games and pervasive games. It's obvious that we need some basic distinctions and definitions at the highest level, so that more detailed methods can be sorted into their appropriate areas of application. Developing a basic language for describing different types of games requires different dimensions of distinctions. That is, we need orthogonal taxonomies: not everything falls into a simple hierarchical system of categories and subcategories. Games and Game Play Narrative. Game Concept and Design Document Template.

Game Design | Art & Design. Game Player Motivations - Aurora. I included a simple way to break down the major categories of motivation for any game in my recent book, Game On. This can help you think about the different things that motivate players in almost any game: My goal with the four quadrants of player motivation draw upon prior work by Richard Bartle . Bartle broke player motivations down into explorers, socializers, killers and achievers. Subsequently, he expanded this into eight categories. Nick Yee also developed his own version of player motivations, based on his MMORPG research, identifying three major categories that split into ten subcategories of motivation. My goal is to provide everyone with a new model of player motivations that have the simplicity of Bartle’s original formulation, yet which can apply to nearly any game that exists–not simply MUDs or MMORPGs.

Furthermore, I’ve attempted to address some of Yee’s criticisms based on his quantitative analysis of player motivations. According to these axes, the four quadrants are: The Philosophy of Game Design (part 1) The Escapist Magazine. If you've ever said that a videogame was "bad" for any reason - is evil, is nothing new, is too hard, is pretentious, is inaccessible, is sexist - in the performance of your royal duties as Grand Arbiter of Good Taste, then you also have to define and articulate what is a "good" game for us simple-minded folk. So, what makes a "good" game? Well, it all depends on whether you believe in absolute truth. (No, really!) For purposes of simplification, I will ignore all traditions of ancient philosophy that took place outside of Greece.

Aristotle argued for a type of pluralism, where the purpose of a society was to ensure its individual citizens flourished (and by citizens, he meant only the small portion of Greek society that was the educated male land-owning military and gentry - sorry, women and slaves, no flourishing for you!) So, an Aristotelian philosophy of game design would presume the existence of a "citizen" - the hardcore gamer. Designing around a core mechanic. In our wild wild game design world every designer is likely to have their own shade of design methodology, lack thereof being a kind of methodology of its own. I’d like to share a bit of mine. When I was still a game design student in Vancouver, I was taught this life-changing design tool by Wil Mozell - I don’t mean to name drop, I just owe a lot to this guy – over lunch at a White Spot. At least one mind was blown in that generic family-style restaurant that day.

I’ve been whipping this tool out to evaluate every bit of game design I do ever since. Trust me, it’s amazing. The tool is a deceptively simple diagram that I call the ‘Core Diagram’: In this model, the core mechanic is at the very center and forms a nucleus for your game. Theory-crafting game designers love to define words, as do I, so let’s not skip that bit! But still, it’s probably not very clear what exactly is a ‘Core’ mechanic in a game.

The answers are: A. Let’s play guess the game again! GameDesign. Black Mirror's "Bandersnatch" creates the future, not predicts it. Black Mirror, the TV series written by the smart and gloomy Charlie Brooker, appears to routinely predict and dramatize world news and policies. But instead of merely predicting the future, the newly released “Bandersnatch” could be creating it. Released on Netflix on Dec. 28, “Bandersnatch” charters new territory. Yes, it’s one of the first mainstream attempts at narrative-driven gameplay on a streaming platform. But it’s also potentially the progenitor of a new form of surveillance—one that invades our privacy while wearing the cloak of entertainment. Instead of just passively watching a movie, the viewers (or players) get to choose what the main character does next. All this data is collected by Netflix and stored in a secure database.

But what happens to your decision data after the credits roll? Netflix acquires a lot of data about its users. “The privacy of Netflix members is a priority for us,” a Netflix spokesperson said in an email. So what? It matters for three reasons. Virtual Reality | ARTE in English. Heroic Women To Inspire Game Designers - Accueil. iThrive Games :: Student Game Developers Win for Compassion in Accessibility. 07/18/18 Heidi McDonald In early June, I was fortunate enough to be a guest speaker at the Gotland Games Conference (GGC) in Visby, Sweden. The GGC is an annual festival at Uppsala University, where the students present and demo their game projects and compete for awards, and where speakers deliver lectures on a yearly theme. I was invited this year because the theme was empathy, something that Uppsala folks saw me speak about at the Game Developers Conference (GDC) earlier in the year.

Gotland is an island in the middle of the Baltic Sea, equidistant from mainland Sweden, Denmark, and Russia. Visby, Sweden This kind of atmosphere is delightful, quaint, very active, and sustainable, but can make life challenging for people like myself who have rheumatoid arthritis, an autoimmune condition where my body declares war on itself in response to weather changes, too much stress, or too much physical activity. The main character in ReLeap prepares to soar through the air. Leave a Comment. Game Studies by MIT Press. Players as Workers: Who Will Profit? // Notes From Below. Our games are sold to us by international production companies, many of which are infamous for both their business practices and customer relations. However, who is actually making those games? Today, digital games are one of the central conflict areas around authorship, ownership, and control of digital creativity. The dominant view of games and game production here is that they are made by huge games studios and publishing houses who (need to) maintain tight control over how their games are played by their consumers—the players.

The increase of independent creation of games not primarily as cultural commodities, but as participatory and shared cultural expressions or political and persuasive games, is seen as a new development. While some areas of independent game development are in the process of being subsumed into capitalist production by means such as incubators and monetization, alternative game design and player creation is alive and well. This leaves the players. Tale of Tales - videogames. Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage.

The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history. History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. The main site for Archive Team is at archiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.

Interview: Tales of Tales: the Aesthetics of Art Games - GAMESCENES. ART IN THE AGE OF VIDEOGAMES. This interview is part of GameScenes' ongoing series on the pioneers of Game Art and the early days of the GameArt World. The conversation between Auriea Harvey & Michaël Samy and Mathias Jansson took place in July 2010 via email. Auriea Harvey & Michaël Samyn, Tale of Tales (source) "Tale of Tales is a games development studio, founded by Auriea Harvey and Michaël Samyn in Belgium in 2002. The purpose of Tale of Tales is to create elegant and emotionally rich interactive entertainment.

We explicitly want to cater to people who are not enchanted by most contemporary computer games, or who wouldn’t mind more variety in their gameplay experiences. Tale of Tales, "The Endless Forest", interactive game, 2002 GameScenes: When/how did you and Michaël meet and how did you discover that you both had a common interest in making artistic videogames? Tale of Tales: We met in hell. Tale of Tales, "The Endless Forest", interactive game, 2008 And even then, we didn't think of making games ourselves. Three Player Chess is Just as Crazy as it Sounds! Here's How It works. Race: the Original Sin of the Fantasy Genre | The Public Medievalist.

Tools for Game Design: Patterns for Game Design. Description:Game design patterns are a collection and description of recurring game mechanics, (rules & systems), play mechanics (interaction, flow & feel), game types (competition, cooperation, etc.), technical forms (side scrolling, top down, board games, cards, etc.) and game-play experience (eye-hand coordination, puzzling, etc.). Game design patterns are derived from observation of other games and can be used in many ways (i.e. analysis, inspiration, reference or a lexicon).Use:As reference- As we play more and more games, patterns become a way for the game designers to categorize recurring design choices in games.

Using these patterns as reference allows the game designer to inform his own design choices. For example, a game designer that is making a FPS would want to understand the basics of all the patterns that are typical to the genre. As inspiration- As analysis- As a lexicon-Pattern Templates Patterns in Game Design (Game Development Series) Chris Crawford on Game Design.

Game Theory

Text Adventures. Game Design. How does storytelling differ between video games and literature? In a talk at the University of Alabama Huntsville, Raph Koster spoke extensively on the history of storytelling and on the ways video games tell stories as both traditional and untraditional storytelling vehicles. Developers interested in the journey of storytelling in history, and how that journey has come to affect how stories are told in video games now should take a look at the video above.

Koster has been working in the games industry for over twenty years and has worked on games like Ultima Online, Everquest, and Star Wars Galaxies. He currently works as an independent designer and consultant and serves on the Board of Advisors for companies like PullString, Gamxing, ArtCraft, and Bit Fry. At GDC earlier this year, Koster spoke about how the virtual worlds of the 70’s have evolved to games like World of Warcraft today. Nathan Lovato's Blog - 11 Tips to Speed Up your Game Design Process. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. This guide was originally published on the GameAnalytics blog At the start of a project, everything has yet to be done. There are loads of tasks at hand, and it is hard to tackle them in the right order.

The large, almighty Game Design Document is a myth. Documents are less than ideal when it comes to assembling coherent networks of information. If you are working in a studio already, you’ll have leads to tell you how they want you to work. 1. A design document leaves a lot of room for interpretation. A prototype both describes and provides means to assess the quality of a game concept.

There is no need to spend a lot of time on this initial implementation though. The Ludum Dare gave us quite a few examples of full blown game series born of a very efficient prototype. 2. 3. 4. 5. 6. 7. 8. 9. She was sexually harassed in a VR game. So the game added self-defense superpowers. Jordan Belamire's story starts in a snowy, medieval fortress shooting arrows at zombies and giant spiders.

The fortress wasn't real, of course; it was a level in a video game called QuiVr. She was actually standing in the living room of her brother-in-law's home in Redwood City. In her hands were two motion-sensing video game controllers and strapped to her head was the HTC Vive — one of the best and first consumer-level virtual reality (VR) headsets available. A man using the HTC Vive. Photo by Sam Yeh/AFP/Getty Images. Belamire was completely immersed in this virtual snow-blanketed landscape. "Never had I experienced virtual reality that felt so real," Belamire wrote of her time playing QuiVr.

VR is a essentially a series of games brought to life by a headset that immerses you in a 3D, 360-degree simulated environment. VR promises to be at least the next big thing in entertainment. But VR is not without some unexpected problems — and Belamire's experience with the game soon turned sour. Hearthstone dev invents stories that tell themselves. Class Warfare: Radical French philosopher Guy Debord’s Situationist board game. Katharine Neil's Blog - How we design games now and why. Racism in Watch Dogs 2 is subtle, and that's how it won me over - Polygon. Avatars Become Fused With Your Physical Self - Seeker. Modern Video Games Are Giving Kids Unrealistic St... Sita Vriend's Blog - Curiosity killed the Warlock.

Vice. Travis Ross's Blog - 7 Essential Resources for Understanding Motivation. Project Earth is leaving beta. An MMO Where Your Character Can Grow Old And Die. Video Games And The Door Problem. Ett socialt experiment i ett datorspel har gjort manliga spelare rasande. Level 8: Kinds of Fun, Kinds of Players | Game Design Concepts. Resetting Accessibility in Games.

Twine, the Video-Game Technology for All. BSA Game Design Merit Badge. Mobile Game design guideline. [Mind-Speak] » Blog Archive » Project Aurora – Making Design Decisions. [Mind-Speak] » Blog Archive » Project Aurora – Creating the Concept. Game design process | Enjoy the game life. Architecture - How to design a game engine in an object-oriented language? Features - Paper Burns: Game Design With Agile Methodologies. Lost Garden. Designing for Creativity and Kindness in Games. Data-Driven Game Design - One Approach to innovative game design | BoardGameGeek.