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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.

10 Comfort Games That Encourage Kindness, Community and Well-Being - MindShift

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. 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.

Levelling Up: A Critical Feminist Pedagogy for Game Design - MAI: Feminism & Visual Culture

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. Evidence of this crisis continues to be revealed, with a recent Antidefamation League report on statistics regarding player experiences online, stating that With respect to teaching, José P.

OpenAI Plays Hide and Seek…and Breaks The Game! □ Orientation - Art of Gaming. 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].

Features - Game Taxonomies: A High Level Framework for Game Analysis and Design

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. Game Concept and Design Document Template. Game 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. In my formulation, there are two axes that define the environment the player is in: the horizontal axis is the number of players involved in an element of gameplay.

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? 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.

Designing around a core mechanic

I’d like to share a bit of mine. 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.

Black Mirror's "Bandersnatch" creates the future, not predicts it

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? Virtual Reality. Heroic Women To Inspire Game Designers - Accueil. 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.

Student Game Developers Win for Compassion in Accessibility

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.

It’s a location that might have been suggested by the History Channel television show, “Vikings,” with a wall that’s over a thousand years old, rocky cliffs, and steep hillsides. Visby, Sweden My first trip to Gotland was in 2013, when I gave a talk about narrative as a tool for inclusiveness in games. The main character in ReLeap prepares to soar through the air. 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.

Players as Workers: Who Will Profit? // Notes From Below

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. Tale of Tales - videogames. Formed in 2009, the Archive Team (not to be confused with the 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.

Tale of Tales - videogames

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. 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.

Interview: Tales of Tales: the Aesthetics of Art Games - GAMESCENES. ART IN THE AGE OF VIDEOGAMES

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. Three Player Chess is Just as Crazy as it Sounds! Here's How It works. Race: the Original Sin of the Fantasy Genre. 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.).

Tools for Game Design: Patterns for Game Design

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.

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. He also published a blog post during the height of Pokemon Go, comparing and contrasting the difficulties faced by AR games to virtual worlds and MMOs. 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. 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. 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. On Monday, we discovered that “fun” is really just another word for “learning” and that putting players in a flow state is where this elusive “fun” comes from.

Today we dig deeper into this concept to learn more about “fun,” digging into LeBlanc et al.’s “8 kinds of fun” and relating that back to flow theory and other things. We currently have an idea of what is fun, but it would help to know why these things are fun. What if there are new kinds of fun waiting to be discovered?

Course Announcements I will be at Protospiel this weekend, so I may be a bit slow in responding to email or validating forum accounts. Mini-Challenge Results Here are a small selection of the answers to the mini-challenge from last time (propose a rule change to add interesting decisions to Trivial Pursuit): Answering player hears all six questions on the card, then predicts the number they’ll get right. Readings Read the following: Natural Funativity, by Noah Falstein. Resetting Accessibility in Games. [To what end accessibility?

Twine, the Video-Game Technology for All. Photo. 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. 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.