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THINKING LIKE A DESIGNER CHAPTER 01 1
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May 17, 2021

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Page 1: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

THINKING LIKE A DESIGNER

CHAPTER 01

1

Page 2: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Topics

2

Page 3: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Topics§ Welcome to Game Design

2

Page 4: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Topics§ Welcome to Game Design§ You Are a Game Designer!

2

Page 5: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Topics§ Welcome to Game Design§ You Are a Game Designer!§ Bartok: A Game Design Exercise

2

Page 6: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Topics§ Welcome to Game Design§ You Are a Game Designer!§ Bartok: A Game Design Exercise§ The Definition of Game

2

Page 7: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design

3

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Welcome to Game Design§ Welcome to Introduction to Game Design,

Prototyping, and Development

3

Page 9: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ Welcome to Introduction to Game Design,

Prototyping, and Development– Game Design: The iterative process of crafting interactive

experiences for players

3

Page 10: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ Welcome to Introduction to Game Design,

Prototyping, and Development– Game Design: The iterative process of crafting interactive

experiences for players– Prototyping: The creation of various paper and digital tests

for your game design

3

Page 11: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ Welcome to Introduction to Game Design,

Prototyping, and Development– Game Design: The iterative process of crafting interactive

experiences for players– Prototyping: The creation of various paper and digital tests

for your game design– Development: The programming and implementation of a

digital game that has been refined through prototyping

3

Page 12: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ Welcome to Introduction to Game Design,

Prototyping, and Development– Game Design: The iterative process of crafting interactive

experiences for players– Prototyping: The creation of various paper and digital tests

for your game design– Development: The programming and implementation of a

digital game that has been refined through prototyping

§ This book and these lectures cover all three topics as well as many other supporting topics that will make you a better game designer

3

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Welcome to Game Design

4

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Welcome to Game Design§ Do game designers need to know how to program?

4

Page 15: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ Do game designers need to know how to program?

– Some designers, like Chris Hecker (Spy Party) feel that designers must know how to program

4

Page 16: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ Do game designers need to know how to program?

– Some designers, like Chris Hecker (Spy Party) feel that designers must know how to program

– Other very successful designers like Nicholas Fortugno (Diner Dash) are not programmers at all

4

Page 17: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ Do game designers need to know how to program?

– Some designers, like Chris Hecker (Spy Party) feel that designers must know how to program

– Other very successful designers like Nicholas Fortugno (Diner Dash) are not programmers at all

– So, what do you think?

4

Page 18: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design

5

Page 19: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ In my opinion, programming for game designers is

like sketching for cinematographers

5

Page 20: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ In my opinion, programming for game designers is

like sketching for cinematographers– Game prototypes are the clearest way for a designer to

convey her game ideas to other members of the team

5

Page 21: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ In my opinion, programming for game designers is

like sketching for cinematographers– Game prototypes are the clearest way for a designer to

convey her game ideas to other members of the team– If you learn to program and prototype, it will make your job

as a game designer much simpler

5

Page 22: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ In my opinion, programming for game designers is

like sketching for cinematographers– Game prototypes are the clearest way for a designer to

convey her game ideas to other members of the team– If you learn to program and prototype, it will make your job

as a game designer much simpler– The ability to program will also allow you to create

prototypes and test ideas without needing help from others

5

Page 23: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ In my opinion, programming for game designers is

like sketching for cinematographers– Game prototypes are the clearest way for a designer to

convey her game ideas to other members of the team– If you learn to program and prototype, it will make your job

as a game designer much simpler– The ability to program will also allow you to create

prototypes and test ideas without needing help from others

§ This is why it was so important for IGDPD to cover design, prototyping, and development

5

Page 24: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Welcome to Game Design§ In my opinion, programming for game designers is

like sketching for cinematographers– Game prototypes are the clearest way for a designer to

convey her game ideas to other members of the team– If you learn to program and prototype, it will make your job

as a game designer much simpler– The ability to program will also allow you to create

prototypes and test ideas without needing help from others

§ This is why it was so important for IGDPD to cover design, prototyping, and development

– Though they are not strictly necessary, both prototyping and development will make you a more effective and more capable game designer

5

Page 25: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!

6

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You Are a Game Designer!§ As of this moment, you are a game designer…

6

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You Are a Game Designer!§ As of this moment, you are a game designer…§ and I want you to say it out loud!

6

Page 28: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ As of this moment, you are a game designer…§ and I want you to say it out loud!

6

I am a game designer.

Page 29: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!

7

Page 30: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ Why am I asking you to do this?

7

Page 31: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ Why am I asking you to do this?§ According to Robert Cialdini's book, Influence: The

Art of Persuasion, people are more likely to follow through if they state out loud that they will do so

7

Page 32: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ Why am I asking you to do this?§ According to Robert Cialdini's book, Influence: The

Art of Persuasion, people are more likely to follow through if they state out loud that they will do so

§ Say it one more time:

7

Page 33: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ Why am I asking you to do this?§ According to Robert Cialdini's book, Influence: The

Art of Persuasion, people are more likely to follow through if they state out loud that they will do so

§ Say it one more time:

7

I am a game designer.

Page 34: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!

8

Page 35: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games

8

Page 36: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games§ The techniques you learn in this class will teach you

to design any kind of interactive experience:

8

Page 37: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games§ The techniques you learn in this class will teach you

to design any kind of interactive experience:– Games

8

Page 38: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games§ The techniques you learn in this class will teach you

to design any kind of interactive experience:– Games– Parties

8

Page 39: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games§ The techniques you learn in this class will teach you

to design any kind of interactive experience:– Games– Parties– Events

8

Page 40: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games§ The techniques you learn in this class will teach you

to design any kind of interactive experience:– Games– Parties– Events– etc.

8

Page 41: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games§ The techniques you learn in this class will teach you

to design any kind of interactive experience:– Games– Parties– Events– etc.

§ You're more than just a game designer

8

Page 42: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ But, this class is actually teaching you to design

more than just games§ The techniques you learn in this class will teach you

to design any kind of interactive experience:– Games– Parties– Events– etc.

§ You're more than just a game designer

8

I am an experience designer.

Page 43: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!

9

Page 44: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ You've said it three times now

9

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You Are a Game Designer!§ You've said it three times now§ To reinforce it even more, you can post it to

Facebook or another social network

9

Page 46: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ You've said it three times now§ To reinforce it even more, you can post it to

Facebook or another social network§ The more people that you tell you are a game

designer, the more likely you are to follow through!

9

Page 47: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

You Are a Game Designer!§ You've said it three times now§ To reinforce it even more, you can post it to

Facebook or another social network§ The more people that you tell you are a game

designer, the more likely you are to follow through!§ Now that you're a game designer, it's time for your

first game design exercise

9

Page 48: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise

10

Page 49: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Bartok is a classic card game that is similar to the

commercial game Uno

10

Page 50: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Bartok is a classic card game that is similar to the

commercial game Uno§ All you need to play are three to five players and a

standard deck of playing cards

10

Page 51: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Bartok is a classic card game that is similar to the

commercial game Uno§ All you need to play are three to five players and a

standard deck of playing cards– Break into groups of 3-5 players each

10

Page 52: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Bartok is a classic card game that is similar to the

commercial game Uno§ All you need to play are three to five players and a

standard deck of playing cards– Break into groups of 3-5 players each– Remove the Jokers from the deck

10

Page 53: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Bartok is a classic card game that is similar to the

commercial game Uno§ All you need to play are three to five players and a

standard deck of playing cards– Break into groups of 3-5 players each– Remove the Jokers from the deck– Shuffle the cards

10

Page 54: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise

11

Page 55: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

11

Page 56: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

11

Page 57: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

§ Standard Rules:

11

Page 58: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

§ Standard Rules:– Deal 5 cards to each player

11

Page 59: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

§ Standard Rules:– Deal 5 cards to each player

• The remaining cards become a draw pile

11

Page 60: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

§ Standard Rules:– Deal 5 cards to each player

• The remaining cards become a draw pile

– Flip over the top card of the draw pile to start a discard pile

11

Page 61: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

§ Standard Rules:– Deal 5 cards to each player

• The remaining cards become a draw pile

– Flip over the top card of the draw pile to start a discard pile– The person to the left of the dealer plays first, and play

proceeds clockwise

11

Page 62: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

§ Standard Rules:– Deal 5 cards to each player

• The remaining cards become a draw pile

– Flip over the top card of the draw pile to start a discard pile– The person to the left of the dealer plays first, and play

proceeds clockwise– Each player must play a card onto the discard pile that

matches the suit or number of the top card of the discard pile.

11

Page 63: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Objective

– Be the first person to run out of cards

§ Standard Rules:– Deal 5 cards to each player

• The remaining cards become a draw pile

– Flip over the top card of the draw pile to start a discard pile– The person to the left of the dealer plays first, and play

proceeds clockwise– Each player must play a card onto the discard pile that

matches the suit or number of the top card of the discard pile.

– If she can’t, she must draw a card.

11

Page 64: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: A Game Design Exercise§ Example

12

The player can choose to play any one of the cards highlighted with blue borders (7C, JC, 2H, 2S).

Page 65: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Asking the Right Questions

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Page 66: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Asking the Right Questions§ Analysis

13

Page 67: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Asking the Right Questions§ Analysis

– Is the game of the appropriate difficulty?

13

Page 68: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Asking the Right Questions§ Analysis

– Is the game of the appropriate difficulty?– Is the outcome of the game based more on strategy or

chance?

13

Page 69: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Asking the Right Questions§ Analysis

– Is the game of the appropriate difficulty?– Is the outcome of the game based more on strategy or

chance?– Does the game have meaningful, interesting decisions?

13

Page 70: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Asking the Right Questions§ Analysis

– Is the game of the appropriate difficulty?– Is the outcome of the game based more on strategy or

chance?– Does the game have meaningful, interesting decisions?– Is the game interesting when it's not your turn?

13

Page 71: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Modifying the Rules

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Page 72: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Modifying the Rules§ Each group should pick a number (1 – 3)

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Page 73: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Modifying the Rules§ Each group should pick a number (1 – 3)§ Based on the number, add the following rule to the

game:

14

Page 74: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Modifying the Rules§ Each group should pick a number (1 – 3)§ Based on the number, add the following rule to the

game:– Rule 1: If a player plays a 2, the person to her left must draw two

cards instead of playing.

14

Page 75: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Modifying the Rules§ Each group should pick a number (1 – 3)§ Based on the number, add the following rule to the

game:– Rule 1: If a player plays a 2, the person to her left must draw two

cards instead of playing.– Rule 2: If any player has a card that matches the number and

color (red or black) of the top card, she may announce "Match card!" and play it out of turn. Play then continues with the player to the left of the one who just played the out-of-turn card. This can lead to players having their turns skipped.

14

Page 76: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Modifying the Rules§ Each group should pick a number (1 – 3)§ Based on the number, add the following rule to the

game:– Rule 1: If a player plays a 2, the person to her left must draw two

cards instead of playing.– Rule 2: If any player has a card that matches the number and

color (red or black) of the top card, she may announce "Match card!" and play it out of turn. Play then continues with the player to the left of the one who just played the out-of-turn card. This can lead to players having their turns skipped.

– Rule 3: A player must announce “Last card” when she has only one card left. If someone else calls it first, she must draw two cards (bringing her total number of cards to three).

14

Page 77: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

WATCH OUT FOR PLAYTESTING FLUKES

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Page 78: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

WATCH OUT FOR PLAYTESTING FLUKES

§ A strange shuffle or other external force can cause one playtest of the game to be very different from others

15

Page 79: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

WATCH OUT FOR PLAYTESTING FLUKES

§ A strange shuffle or other external force can cause one playtest of the game to be very different from others

§ You must playtest several times to ensure that you experience an average playtest and not a fluke

15

Page 80: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

WATCH OUT FOR PLAYTESTING FLUKES

§ A strange shuffle or other external force can cause one playtest of the game to be very different from others

§ You must playtest several times to ensure that you experience an average playtest and not a fluke

§ However, you must also note any flukes that happen because they can also happen to players

15

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Bartok: Asking the Right Questions

16

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Bartok: Asking the Right Questions§ How did the single rule change the game?

16

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Bartok: Asking the Right Questions§ How did the single rule change the game?§ Have the answers to your questions changed?

16

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Bartok: Asking the Right Questions§ How did the single rule change the game?§ Have the answers to your questions changed?

– Is the game of the appropriate difficulty?– Is the outcome of the game based more on strategy or

chance?– Does the game have meaningful, interesting decisions?– Is the game interesting when it's not your turn?

16

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Bartok: Asking the Right Questions§ How did the single rule change the game?§ Have the answers to your questions changed?

– Is the game of the appropriate difficulty?– Is the outcome of the game based more on strategy or

chance?– Does the game have meaningful, interesting decisions?– Is the game interesting when it's not your turn?

§ Discuss the changes to these answers for each of the three rules

16

Page 86: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bartok: Asking the Right Questions§ How did the single rule change the game?§ Have the answers to your questions changed?

– Is the game of the appropriate difficulty?– Is the outcome of the game based more on strategy or

chance?– Does the game have meaningful, interesting decisions?– Is the game interesting when it's not your turn?

§ Discuss the changes to these answers for each of the three rules

§ Changing a single rule can have a drastic affect on the feel of the game!

16

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Bartok: Making Your Own Rules

17

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Bartok: Making Your Own Rules§ Now, how do you want the game to feel?

17

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Bartok: Making Your Own Rules§ Now, how do you want the game to feel?§ Try designing a rule to make the game feel more like

this specific emotion

17

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Bartok: Making Your Own Rules§ Now, how do you want the game to feel?§ Try designing a rule to make the game feel more like

this specific emotion– Change only one rule at a time

17

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Bartok: Making Your Own Rules§ Now, how do you want the game to feel?§ Try designing a rule to make the game feel more like

this specific emotion– Change only one rule at a time– Test with the new rule and see how it feels

17

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Bartok: Making Your Own Rules§ Now, how do you want the game to feel?§ Try designing a rule to make the game feel more like

this specific emotion– Change only one rule at a time– Test with the new rule and see how it feels

• You don't need to complete an entire game if the rule really doesn't feel right

17

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Bartok: Making Your Own Rules§ Now, how do you want the game to feel?§ Try designing a rule to make the game feel more like

this specific emotion– Change only one rule at a time– Test with the new rule and see how it feels

• You don't need to complete an entire game if the rule really doesn't feel right

– Work with your group to make the game your own

17

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Bartok: Discussion

18

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Bartok: Discussion§ What game feel was your team seeking?

18

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Bartok: Discussion§ What game feel was your team seeking?§ What rule(s) did your team create?

18

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Bartok: Discussion§ What game feel was your team seeking?§ What rule(s) did your team create?§ How well did they work?

18

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The Definition of Game

19

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The Definition of Game§ Several very smart people have tried to define game

19

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The Definition of Game§ Several very smart people have tried to define game

"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

19

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The Definition of Game§ Several very smart people have tried to define game

"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

"A game is a series of interesting decisions" – Sid Meier

19

Page 102: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

The Definition of Game§ Several very smart people have tried to define game

"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

"A game is a series of interesting decisions" – Sid Meier"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

19

Page 103: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

The Definition of Game§ Several very smart people have tried to define game

"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

"A game is a series of interesting decisions" – Sid Meier"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

19

Page 104: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

The Definition of Game§ Several very smart people have tried to define game

"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

"A game is a series of interesting decisions" – Sid Meier"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

19

Page 105: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

The Definition of Game§ Several very smart people have tried to define game

"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

"A game is a series of interesting decisions" – Sid Meier"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ We'll explore each one in turn

19

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Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

20

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Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

20

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Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

– Sports

20

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Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

– Sports– Board Games

20

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Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

– Sports– Board Games– Make Believe

20

Page 111: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

– Sports– Board Games– Make Believe

§ Accurate definition of game, but doesn't teaching designers how to make good games

20

Page 112: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

– Sports– Board Games– Make Believe

§ Accurate definition of game, but doesn't teaching designers how to make good games

§ Referred to make believe as "open games"

20

Page 113: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

– Sports– Board Games– Make Believe

§ Accurate definition of game, but doesn't teaching designers how to make good games

§ Referred to make believe as "open games"– A game with the sole goal of continuance of the game

20

Page 114: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Bernard Suits's Definition"A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978)

§ Attempt to create a definition that encompassed all kinds of games

– Sports– Board Games– Make Believe

§ Accurate definition of game, but doesn't teaching designers how to make good games

§ Referred to make believe as "open games"– A game with the sole goal of continuance of the game– However, some open games have other goals

20

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Bernard Suits's Definition

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

• Moving as far to the right as possible before dying (exploration)

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

• Moving as far to the right as possible before dying (exploration)• Earning as many points as possible by finding treasure chests

(achievement)

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

• Moving as far to the right as possible before dying (exploration)• Earning as many points as possible by finding treasure chests

(achievement)• Finding a wife (socialization)

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

• Moving as far to the right as possible before dying (exploration)• Earning as many points as possible by finding treasure chests

(achievement)• Finding a wife (socialization)

– These goals are mutually exclusive

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

• Moving as far to the right as possible before dying (exploration)• Earning as many points as possible by finding treasure chests

(achievement)• Finding a wife (socialization)

– These goals are mutually exclusive– The game is about experiential understanding

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

• Moving as far to the right as possible before dying (exploration)• Earning as many points as possible by finding treasure chests

(achievement)• Finding a wife (socialization)

– These goals are mutually exclusive– The game is about experiential understanding

• Players are complicit in the decisions of the character and therefore better understand the feelings of the game character

21

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Bernard Suits's Definition

§ Passage by Jason Rohrer (2007)– Several possible goals:

• Moving as far to the right as possible before dying (exploration)• Earning as many points as possible by finding treasure chests

(achievement)• Finding a wife (socialization)

– These goals are mutually exclusive– The game is about experiential understanding

• Players are complicit in the decisions of the character and therefore better understand the feelings of the game character

• The first of our designer's goals (see Chapter 8)

21

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Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

22

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Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

§ States very little about what the word game means

22

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Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

§ States very little about what the word game means§ But states a lot about his personal beliefs about what

makes a good game

22

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Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

§ States very little about what the word game means§ But states a lot about his personal beliefs about what

makes a good game§ What makes a decision interesting?

22

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Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

§ States very little about what the word game means§ But states a lot about his personal beliefs about what

makes a good game§ What makes a decision interesting?

– The player has multiple valid options from which to choose

22

Page 130: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

§ States very little about what the word game means§ But states a lot about his personal beliefs about what

makes a good game§ What makes a decision interesting?

– The player has multiple valid options from which to choose– Each option has both positive and negative potential

consequences

22

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Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

§ States very little about what the word game means§ But states a lot about his personal beliefs about what

makes a good game§ What makes a decision interesting?

– The player has multiple valid options from which to choose– Each option has both positive and negative potential

consequences– The outcome of each option is predictable but not

guaranteed

22

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Sid Meier's Definition"A game is a series of interesting decisions" – Sid Meier

§ States very little about what the word game means§ But states a lot about his personal beliefs about what

makes a good game§ What makes a decision interesting?

– The player has multiple valid options from which to choose– Each option has both positive and negative potential

consequences– The outcome of each option is predictable but not

guaranteed

§ Second designer's goal: interesting decisions

22

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Tracy Fullerton's Definition"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

23

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Tracy Fullerton's Definition"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

§ Not only a definition of game, but also a list of elements that designers can modify

23

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Tracy Fullerton's Definition"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

§ Not only a definition of game, but also a list of elements that designers can modify

– Formal elements: The elements that differentiate a game from other types of media

23

Page 136: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Tracy Fullerton's Definition"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

§ Not only a definition of game, but also a list of elements that designers can modify

– Formal elements: The elements that differentiate a game from other types of media

– Dynamic systems: Methods of interaction that evolve as the game is played

23

Page 137: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Tracy Fullerton's Definition"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

§ Not only a definition of game, but also a list of elements that designers can modify

– Formal elements: The elements that differentiate a game from other types of media

– Dynamic systems: Methods of interaction that evolve as the game is played

– Conflict structure: The ways in which players interact

23

Page 138: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Tracy Fullerton's Definition"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

§ Not only a definition of game, but also a list of elements that designers can modify

– Formal elements: The elements that differentiate a game from other types of media

– Dynamic systems: Methods of interaction that evolve as the game is played

– Conflict structure: The ways in which players interact– Uncertainty: The interaction between randomness, determinism,

and player strategy.

23

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Tracy Fullerton's Definition"A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008)

§ Not only a definition of game, but also a list of elements that designers can modify

– Formal elements: The elements that differentiate a game from other types of media

– Dynamic systems: Methods of interaction that evolve as the game is played

– Conflict structure: The ways in which players interact– Uncertainty: The interaction between randomness, determinism,

and player strategy.– Unequal outcome: How does the game end? Do players win, lose,

or something else?

23

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Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

24

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Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

24

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Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

– Two runners are in a race

24

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Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

– Two runners are in a race– One is running a normal race

24

Page 144: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

– Two runners are in a race– One is running a normal race– The other is aware that there is a bomb at the finish line that

she must defuse

24

Page 145: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

– Two runners are in a race– One is running a normal race– The other is aware that there is a bomb at the finish line that

she must defuse– Only one of the two is playing a game!

24

Page 146: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

– Two runners are in a race– One is running a normal race– The other is aware that there is a bomb at the finish line that

she must defuse– Only one of the two is playing a game!

§ Third designer's goal: lusory attitude

24

Page 147: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

– Two runners are in a race– One is running a normal race– The other is aware that there is a bomb at the finish line that

she must defuse– Only one of the two is playing a game!

§ Third designer's goal: lusory attitude– From the Latin word for play, training, & sport: Ludus

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Jesse Schell's Definition"A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008)

§ Like Suits, it is the playful attitude of the player that defines a game

– Two runners are in a race– One is running a normal race– The other is aware that there is a bomb at the finish line that

she must defuse– Only one of the two is playing a game!

§ Third designer's goal: lusory attitude– From the Latin word for play, training, & sport: Ludus– Games should encourage the lusory attitude of players

24

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

25

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ Specific terms:

25

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ Specific terms:– Ambiguous: predictable but uncertain

25

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ Specific terms:– Ambiguous: predictable but uncertain– Endogenously Meaningful: meaningful in the game system

25

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ Specific terms:– Ambiguous: predictable but uncertain– Endogenously Meaningful: meaningful in the game system

§ Intentionally limited

25

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ Specific terms:– Ambiguous: predictable but uncertain– Endogenously Meaningful: meaningful in the game system

§ Intentionally limited– Much more restricted definition than Suits or Schell

25

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ Specific terms:– Ambiguous: predictable but uncertain– Endogenously Meaningful: meaningful in the game system

§ Intentionally limited– Much more restricted definition than Suits or Schell– Omits play activities like make believe and competitions of

skill (including sports)

25

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Keith Burgun's Definition"A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013)

§ Specific terms:– Ambiguous: predictable but uncertain– Endogenously Meaningful: meaningful in the game system

§ Intentionally limited– Much more restricted definition than Suits or Schell– Omits play activities like make believe and competitions of

skill (including sports)

§ Burgun attempts to restrict the definition to make it easier to understand the bounds of the field

25

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The Nebulous Nature of Definitions

26

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The Nebulous Nature of Definitions§ Suits's book was a response to Philosophical

Investigations by Ludvig Wittgenstein (1953)

26

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The Nebulous Nature of Definitions§ Suits's book was a response to Philosophical

Investigations by Ludvig Wittgenstein (1953)– Proposed that there could be no true definition of game

26

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The Nebulous Nature of Definitions§ Suits's book was a response to Philosophical

Investigations by Ludvig Wittgenstein (1953)– Proposed that there could be no true definition of game– Rather than a definition, games shared a family resemblance

26

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The Nebulous Nature of Definitions§ Suits's book was a response to Philosophical

Investigations by Ludvig Wittgenstein (1953)– Proposed that there could be no true definition of game– Rather than a definition, games shared a family resemblance

§ Mary Midgley also disputed this in her paper "The Game Game" (1974)

26

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The Nebulous Nature of Definitions§ Suits's book was a response to Philosophical

Investigations by Ludvig Wittgenstein (1953)– Proposed that there could be no true definition of game– Rather than a definition, games shared a family resemblance

§ Mary Midgley also disputed this in her paper "The Game Game" (1974)"Something can be accepted as a chair provided it is properly made for sitting on, whether it consists of a plastic balloon, a large blob of foam, or a basket slung from the ceiling. Provided you understand the need you can see whether it has the right characteristics, and aptness for that need is what chairs have in common" – Mary Midgley, "The Game Game" (1978)

26

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The Nebulous Nature of Definitions

27

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The Nebulous Nature of Definitions§ Humans have several needs that are met by games

27

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The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict

27

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The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict• Chess players don't want to engage in any cerebral activity, they

want to experience the specific challenge of chess

27

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The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict• Chess players don't want to engage in any cerebral activity, they

want to experience the specific challenge of chess

– The experience of being someone else

27

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The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict• Chess players don't want to engage in any cerebral activity, they

want to experience the specific challenge of chess

– The experience of being someone else• Games, make believe, and even stage plays allow people the

chance to experience being someone else

27

Page 169: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict• Chess players don't want to engage in any cerebral activity, they

want to experience the specific challenge of chess

– The experience of being someone else• Games, make believe, and even stage plays allow people the

chance to experience being someone else

– Excitement

27

Page 170: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict• Chess players don't want to engage in any cerebral activity, they

want to experience the specific challenge of chess

– The experience of being someone else• Games, make believe, and even stage plays allow people the

chance to experience being someone else

– Excitement• Most popular media is about excitement in one form or another

27

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The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict• Chess players don't want to engage in any cerebral activity, they

want to experience the specific challenge of chess

– The experience of being someone else• Games, make believe, and even stage plays allow people the

chance to experience being someone else

– Excitement• Most popular media is about excitement in one form or another• Interactive media allow players to actually take part in the excitement

27

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The Nebulous Nature of Definitions§ Humans have several needs that are met by games

– Structured conflict• Chess players don't want to engage in any cerebral activity, they

want to experience the specific challenge of chess

– The experience of being someone else• Games, make believe, and even stage plays allow people the

chance to experience being someone else

– Excitement• Most popular media is about excitement in one form or another• Interactive media allow players to actually take part in the excitement• Players have agency in the media that they experience

27

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The Nebulous Nature of Definitions

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?• A board game?

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?• A board game?• A word game?

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?• A board game?• A word game?• A casual game?

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?• A board game?• A word game?• A casual game?

– Words also constantly evolve

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?• A board game?• A word game?• A casual game?

– Words also constantly evolve• The meaning of game has changed drastically over the last 50 years

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?• A board game?• A word game?• A casual game?

– Words also constantly evolve• The meaning of game has changed drastically over the last 50 years• Designers are constantly expanding what game means

28

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The Nebulous Nature of Definitions§ However, Wittgenstein did have a very important

point:– Definitions change!– To each person, the word game can have different meaning– When you say you "want to play a game," do you mean:

• A console game?• A board game?• A word game?• A casual game?

– Words also constantly evolve• The meaning of game has changed drastically over the last 50 years• Designers are constantly expanding what game means• The IndieCade independent game festival will accept and consider

anything that the designers want to call a game

28

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Why Are Definitions Important?

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

– Especially true if you're working in a specific genre or for a specific audience.

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

– Especially true if you're working in a specific genre or for a specific audience.

– Understanding how your audience defines the term will help you to craft better games for them.

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

– Especially true if you're working in a specific genre or for a specific audience.

– Understanding how your audience defines the term will help you to craft better games for them.

§ Definitions can lead you to understand not only the core of the defined concept but also the periphery.

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

– Especially true if you're working in a specific genre or for a specific audience.

– Understanding how your audience defines the term will help you to craft better games for them.

§ Definitions can lead you to understand not only the core of the defined concept but also the periphery.

– Games that fit the definition perfectly, and those on the edge

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

– Especially true if you're working in a specific genre or for a specific audience.

– Understanding how your audience defines the term will help you to craft better games for them.

§ Definitions can lead you to understand not only the core of the defined concept but also the periphery.

– Games that fit the definition perfectly, and those on the edge– The peripheries are where new genres can be created

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

– Especially true if you're working in a specific genre or for a specific audience.

– Understanding how your audience defines the term will help you to craft better games for them.

§ Definitions can lead you to understand not only the core of the defined concept but also the periphery.

– Games that fit the definition perfectly, and those on the edge– The peripheries are where new genres can be created

§ Definitions can help you speak eloquently with others in the field.

29

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Why Are Definitions Important?§ Definitions help you understand what people expect

– Especially true if you're working in a specific genre or for a specific audience.

– Understanding how your audience defines the term will help you to craft better games for them.

§ Definitions can lead you to understand not only the core of the defined concept but also the periphery.

– Games that fit the definition perfectly, and those on the edge– The peripheries are where new genres can be created

§ Definitions can help you speak eloquently with others in the field.

– You should also read the source material for all of these definitions to expand your understanding of game design

29

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The Core Lesson of This Book

30

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The Core Lesson of This Book§ This book teaches not only how to design games but

also any interactive experience

30

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The Core Lesson of This Book§ This book teaches not only how to design games but

also any interactive experience"An interactive experience is any experience created by a designer, inscribed into rules, media, or technology and decoded by people through play" – Jeremy Gibson

30

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The Core Lesson of This Book§ This book teaches not only how to design games but

also any interactive experience"An interactive experience is any experience created by a designer, inscribed into rules, media, or technology and decoded by people through play" – Jeremy Gibson

§ Any time you create an experience for people, you should use game design methodologies

30

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The Core Lesson of This Book§ This book teaches not only how to design games but

also any interactive experience"An interactive experience is any experience created by a designer, inscribed into rules, media, or technology and decoded by people through play" – Jeremy Gibson

§ Any time you create an experience for people, you should use game design methodologies

§ Game design takes a lot of work and experience

30

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The Core Lesson of This Book§ This book teaches not only how to design games but

also any interactive experience"An interactive experience is any experience created by a designer, inscribed into rules, media, or technology and decoded by people through play" – Jeremy Gibson

§ Any time you create an experience for people, you should use game design methodologies

§ Game design takes a lot of work and experience"Game design is 1% inspiration and 99% iteration" – Chris Swain

30

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The Core Lesson of This Book§ This book teaches not only how to design games but

also any interactive experience"An interactive experience is any experience created by a designer, inscribed into rules, media, or technology and decoded by people through play" – Jeremy Gibson

§ Any time you create an experience for people, you should use game design methodologies

§ Game design takes a lot of work and experience"Game design is 1% inspiration and 99% iteration" – Chris Swain

§ The iterative process of design is the key to good game design

30

Page 202: IGDPD C01-Thinking Like a Designer...– Be the first person to run out of cards! Standard Rules: – Deal 5 cards to each player • The remaining cards become a draw pile – Flip

The Core Lesson of This Book§ This book teaches not only how to design games but

also any interactive experience"An interactive experience is any experience created by a designer, inscribed into rules, media, or technology and decoded by people through play" – Jeremy Gibson

§ Any time you create an experience for people, you should use game design methodologies

§ Game design takes a lot of work and experience"Game design is 1% inspiration and 99% iteration" – Chris Swain

§ The iterative process of design is the key to good game design

– Game design and development both take lots of practice

30

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Chapter 1 – Summary

31

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Chapter 1 – Summary§ You Are a Game Designer!

31

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Chapter 1 – Summary§ You Are a Game Designer!§ This class will teach you the techniques and

technology to become a better designer

31

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Chapter 1 – Summary§ You Are a Game Designer!§ This class will teach you the techniques and

technology to become a better designer§ You experienced the Bartok design exercise

31

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Chapter 1 – Summary§ You Are a Game Designer!§ This class will teach you the techniques and

technology to become a better designer§ You experienced the Bartok design exercise§ The definition of game is expanding

31

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Chapter 1 – Summary§ You Are a Game Designer!§ This class will teach you the techniques and

technology to become a better designer§ You experienced the Bartok design exercise§ The definition of game is expanding§ You are learning to design interactive experiences

31

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Chapter 1 – Summary§ You Are a Game Designer!§ This class will teach you the techniques and

technology to become a better designer§ You experienced the Bartok design exercise§ The definition of game is expanding§ You are learning to design interactive experiences§ Next chapter: Various analytical frameworks for

game design

31