Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

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Flux reading for the HKU game design courses. About pervasive games, giving a framework to look at and learn from them through their core design differences with video-games. (Note: Slideshare kills my font so text may be difficult to read in some slides.)

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Pervasive GamesArjen de Jong

Pervasive Gamedesigner &

Writer for Interactieve Media

Win-condition:

Understanding pervasive-gamedesign and putting it in perspective with classic- and video-gamedesign.

Games < 40

Gamedesigner

Video-gamedesigner

‘Other’ gamedesigner

Magic Circle

Urban Game

Interactive Theatre

Playful Installation

Life Action Roleplaying

Location Based Game

Alternate Reality Game

Pervasive Gamedesigner&

Writer for Interactieve Media

www.player-2.nl

Video removed in online-slideshare version.

Video removed in online-slideshare version.

Theory

- Meaningful Interaction- Progression- You can PLAY with it- Game ≠ Videogame- As long as we sort of agree, it’s ok.

What is a game? = What is art?

Can we categorize games?

Created world

Analog

Pervasive

Digital

Entertainment Applied

- Ruleset- Players- Magic Circle

Common ground?

The Ruleset

- Actions and forbidden actions- Designing behaviour- Players don’t always know (all) rules

People think in rules

- Causal thinking- If this Then that- Recognising patterns

Game design done!

Well not quite..

The Magic Circle

Space

- ‘Physical’ Space- Time- Social Space- Mindset

Suspension of Disbelief

- Agreement- Metacommunications- Pretending ‘as if’- Cheating / Breaking

Context

Ruleset Players

Context /Magic Circle

GameBig

Game

So what’s different?

Pervasive games

“One or more salient features that expand the contractual magic circle of play spatially, temporally, or socially.”

Creation vs Staging

Creation

Staging

What does that mean?

Videogames can be pervasive

Pervasive games can be digital

Hidden treasure?

Magic circle = true

- Your game doesn’t just happen in your game world

- Realize that and use it.

Thinking outside of the box?

- Burn the box- Seriously, do it- Thinking in platforms is

limiting- Genres are only a way to

communicate

Thinking outside of the box?

- Design an experience- Catagorize later- “It’s like … but then

with …” should get you fired

Intrinsic motivation wins

- Leave players more freedom to set their own targets

- Go from ‘I have to’ to ‘I want to’- Make players feel smart- Winning in multiple ways = less losers

Emergent play = awesome

- Design a game like a framework- Allow players to play and experiment- Play, don’t tell.- Allow players to co-create the

experience

Pervasive Gamedesigner&

Schrijver voor Interactieve Media

www.player-2.nl

www.player-2.nl

Playful Narrative