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A romantic approach to
applied game design Presented at IIDD 2015 Pietro Polsinelli @ppolsinelli
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Take a problem, a message that is complex.
You want to inform people
about it.
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To talk to people about it you can use media.
Videogames are one pervasive
media.
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Contrast the idea that games
are “just” about “fun”.
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“fun” is a term that lacks explicative capacity
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Game design is not a single method.
My model is not
rewards / random reinforcement
but …
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Understanding the complex relationship between playing, learning, fun, and simplicity.
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My work is navigating this complexity
trying to respect its nature
while creating simple games.
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Romantic* approach to game design. Non
reductionistic.
* As suggested by © Daniele Giardini
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My idea of game design is as the reign of Goethe, not
Newton
https://en.wikipedia.org/wiki/Theory_of_Colours 11
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APPLIED GAMES:
WORK DONE / IN
PROGRESS
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Games are applied when their subject matter is far from the
entertainment field.
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My method is:
Search (transform) a narrative and turn it into gameplay of some kind.
Narrative, not (just) data or rules.
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Pull out the story from the field specialist.
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Bringing out the narrative is also creating the narrative.
In narrative details you can find
new game design solutions.
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Transformation
Games for
Health
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Help people that are evolving
towards a chronic desease by
influencing behavior and
disrupting this evolution.
NDA
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How can technology change my health? By measuring? By competing?
Tending towards a chronic condition,
I’m already in a fight, just don’t need more. But need, need there is.
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How can I change the story of my way of living? Medecine is aware of the power of storytelling.
A game can move you, just like a good book or movie.
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Customer thinks (s)he knows what “game”
means. This is a problem. 21
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What is bizarre is that it is the same doctor that explained me that learning, being informed about this disease influences
the cure.
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Applied game design elicits a dialogue between designer and
customer, both evolving knowledge
#noestimates
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Designing Games for Health
RE-DESIGN
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Sunday, June 21, 2015
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transformation
A language change. 25
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Ian Bogost: gamification is bullshit.
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Redesigned by including negative feedback,
turning avatar to mentor, building an AI.
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Transformation
Games for
Social Impact
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Sunday, June 21, 2015
… to develop and implement a
game infused e-learning tool
to promote early access to
services with neglect and
abuse for young people on the
move in Europe
Mission. 30
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EU project: deal with these matters harmonically and
effectively across EU.
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Pick a mod, just change the labels ...
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Collateral story gets in the way of play.
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Designing Games for Social
Impact
RE-DESIGN
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Kids becoming aware and capable of dealing with
situations of neglect and abuse.
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Build up of awareness defines the game mechanics
Not just a secondary narrative
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Game loop: shit happens.
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Deal with it and keep your universe together.
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Your identity, your self is complex stuff.
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Game mechanics:
1. Keep up with your daily routines
2. React to situations
3. Solve the secret
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Sunday, June 21, 2015
Profile and story.
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Sunday, June 21, 2015
Situation: sleeping out choices
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Sunday, June 21, 2015
THE SECRET: A narrative tool.
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Why this could work?
Not teaching through secondary narrative. The
experience is the core of the game play.
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Games for a
Sustainable
Future
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UNESCO Gaming Challenge: selected with
We Are Muesli and Daniele Giardini 48
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Games are a mature and pervasive media Games can articulate a wide range of non trivial ideas and emotions Good games can’t be done taking shortcuts
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My twitter stream is mostly dedicated to
game design
@ppolsinelli
A blog on game design
designagame.eu
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