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What makes games fun?
Sara Jensen SchubertIGDA Microtalks
August 2014
• I’m a senior systems designer at Spacetime Studios• Previously,
• Design lead on Pirate101 at KingsIsle• Primary designer for rewards and advancement on DC Universe Online at SOE• Worked on a canceled space shooter at Spacetime (again)• Live lead designer on Shadowbane at Ubisoft
About me
Pirate101
DC Universe Online
Blackstar
Shadowbane
Games are puzzles that have patterns
“Cheating” is finding the optimal path, even if it’s not intendedPlayers seek to make the gameplay “as predictable as possible”
Raph Koster’s Theory of FunAll games are “edutainment”“Play is about learning life skills”Most games only teach a few things:
“mostly they are things that were useful to us when [we] were first evolving”
Nicole Lazzaro’s Keys to Fun
4 Keys 2 Fun, 2004
Hard fun
“personal triumphover adversity”
“Emotions from meaningful challenges, strategies, and puzzles”
Easy fun
What happens if I do this?
“Grabs attention with ambiguity, incompleteness, and detail”
Nicole Lazzaro’s Keys to Fun• Serious fun• “relaxation and excitement”• “enjoying changes in their internal state during and after play”• The flow state
Serious fun“relaxation and
excitement”
“enjoying changes in their internal state during and after play”
People fun
“amusement”
Teamwork and camaraderie
It doesn’t have to bemultiplayer
For more, see xeodesign.com
ConclusionWe should strive to create puzzles that delight; that offer meaningful challenges, mystery, flow, and social play; before we start to think about the story or the context of the game.