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© Carrie Heeter, 2010 Foundations of Serious Games Professor Carrie Heeter

Week 9 Live Class 2010

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Page 1: Week 9 Live Class 2010

© Carrie Heeter, 2010

Foundations of Serious Games

Professor Carrie Heeter

Page 2: Week 9 Live Class 2010

© Carrie Heeter, 2010

GAME FOR CHANGE Daniel

The McDonalds Game

GAMES FOR LEARNING Kari

Wolfquest

  Kristy

Do I Have a Right

 

INNOVATIVE INDIE GAME Derek

Spectre

NEXT WEEK:

MeteGregKristineJohn

Page 3: Week 9 Live Class 2010

© Carrie Heeter, 2010

Kristy, 91 points Kari, 51 points Daniel, 48 points Ted, 46 points Derek, 43 points Carolyn, 34 points Greg, 34 points Alan, 34 points Kristine, 30 points Steve, 25 points

Example of poorly designed

gamification…

Page 4: Week 9 Live Class 2010

© Carrie Heeter, 2010

Page 5: Week 9 Live Class 2010

© Carrie Heeter, 2010

8 9 10 11 12 13 14 Finals

10/27 11/3 11/10 11/17 11/24 12/1 12/5 12/15

playtest final game

Meaningful Play report due

Playtest report due

Final project web site, game due

Graded on quality of RESEARCH.A successful playtest informs important

design CHANGES. (Confirming that your game was perfect would be a failed

Playtest.)

(no LIVE class)

Page 6: Week 9 Live Class 2010

© Carrie Heeter, 2010

Missing Link History Ctrl Alt Del

Page 7: Week 9 Live Class 2010

© Carrie Heeter, 2010

Week 9 Brainstorm again with a renewed, deeper

understanding of your audience, the need, the content. Decide on a core game mechanic and direction

Weeks 9 & 10 Continue research on all fronts Develop rough paper prototype of some aspect of

your game, with a clear idea of the questions you want to answer.

Your prototype is your hypothesis!

Page 8: Week 9 Live Class 2010

© Carrie Heeter, 2010

Game Design Workshop Games for Change Toolkit Conduct and watch game analyses of ~30 games Indoctrinate to culture of iteration Practice envisioning and revising game ideas Assign you to fill yourselves with content and user

knowledge

Page 9: Week 9 Live Class 2010

© Carrie Heeter, 2010

Known domain, goals, player Brainstorm again, thinking freely about the

game mechanic Notice how different brainstorming feels when

you understand the problem space better and have a general direction.

Page 10: Week 9 Live Class 2010

© Carrie Heeter, 2010

Try it out! (Remember our play acting exercise?) Central starting point:

Is your game playable? Then you can tweak content and fun and

values.

PITFALL: making it too complicated

Page 11: Week 9 Live Class 2010

© Carrie Heeter, 2010

Some experts even change them DURING a playtest, or between playtests

A great prototype is one you can make quickly and change easily

PITFALL: making it to polished

Page 12: Week 9 Live Class 2010

© Carrie Heeter, 2010

Do what you say you will, on time. Everything takes longer than you think – allow

time Communicate clearly. Call for help if you run

into trouble.

PITFALL: not being ready

Page 13: Week 9 Live Class 2010

© Carrie Heeter, 2010

I’m happy to meet with any team or individual. Just let me know.