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Design, Games, & Game Design(feat. SpyParty)
Chris Heckerchrishecker.com
What is SpyParty?
Less of this......more of this.
The Spy
Note: All of this art is temporary!
The Sniper
[playtest]
Turing Test
Inverse Turing Test
Put a human in the loop where computers suck.
How to Make Things
design
build
test
Three Kinds of User Testing
depth testing
kleenex testing
focus testing
Metrics Fetishism
intuition vs. data art vs. craft
jumping vs. hillclimbing
Metrics Fetishism
intuition vs. data art vs. craft
jumping vs. hillclimbing
&
&
&
Back to SpyParty…
How should one design games?
I have no idea……and neither does anybody else.
Crysis 2, 2011
?
“Never!”
Fred Ott’s Sneeze, 1894
1905 in Film
The Misadvent
ure of a French
Gentleman Without Pants at
the Zandvoort
Beach
22The Little Train
Robbery
The Sims 2, 2004
Ico, 2001
Really, now back to SpyParty…
SpyParty Aesthetic Goals
perception vs. deception & performance
attention as a resource
consequential decisions with partial information
deduction vs. intuition
analysis paralysis vs. extinct by instinct
extreme asymmetry
Design Methodology
“Depth-first, Accessibility-later”
Mechanicscomplete focus on player skill
map navigation
aiming & shooting
micro
combat strategy
behavior perception
subtle performance
playing it cool
social pattern matching
고수
Two Approaches to Emotional Depth
Long Term
The Party, 1968
Thank you!
spyparty.comfacebook.com/SpyPartytwitter.com/SpyParty