Title: The Affordances of Katamari Damacy
1The Affordances of Katamari Damacy
- How the design of an innovative Japanese game
captivated the world.
2Outline
- Introduction
- See the game
- Discuss the Game
- Design Takeaways summary
- Bonus Katamari in the Classroom
- Questions and Answers
pronounced ka - ta ma - ry da ma- she
3About me
Speaker Angel Inokon (an-gel e-no-kon)
Now
Stanford University Learning, Design and
Technology. School of Education
Before
- IBM Center for Advanced Learning
- Shaba Games intern, discovering the special
sauce - Learning should be nutritious and delicious.
Soon
My motivation
Nice picture. She doesnt look like that now
though.
4See the game
- Two releases on PlayStation 2 and third on its
way for the PSP - Watch video
- Gameplay View
- Japanese Commercial Watch ad
Release September 2005 (US)
Release March and September 2004 (US)
Developer Namco Genre Action Designer Keita
Takahashi Platform PS2 Rating E
Our fans love us.
5Poll What are the fundamental properties of a
ball?
6Design Principle 1 Affordances
whats different?
- Properties of a ball
- Rolls
- Round
- Bounce
- Comes in different sizes and colors
- Bounce
- Uniform interface
- Push
- Resilient
- Throw
- Weight - light or heavy
Special Katamari property - Sticky!
Make use and function obvious.
7Design Principle 2 Simple mappings
- Only need two thumbs
- Student project rigged a rotating fan to play
If youve got two opposable thumbs, you can play.
8Design Principle 3 Visibility and Feedback
- Clear progress indicators
- Time display
- Objects you roll make a sound
- Text labels with icons
- Katamari grows as you collect
- Camera recedes as you grow
Games are fun when they are juicy.
9Design Principle 4 Constraints
- Cant roll up an object bigger than you
- Levels are subtly sectioned so you cant get
stuck - Camera constrains what you can see
- Obstacles become targets
Constrain challenges to keep things fun.
10Perspective from game designers
- Very satisfying progress. Any obstacle for the
player soon becomes a target. You constantly get
to "turn the tables" on your adversaries. Instead
of killing your enemies, they join you.
The game taps into visceral notions of growth.
It also allows for safe mayhem with a low penalty
for mistakes.
Jeb HavensLead Game Designer Cyberlore Studios
The holy grail of game design is simplicity and
addictiveness. It's like Tetris -- without any
manual or explanation you can play it within five
minutes.
Scott Kim Puzzle Game Designer Scott Kim
Erin Hoffman Writer and Game Designer 1st
Playable Productions
Tip Reference people smarter than you.
11Design Takeaways
- Principle 1 Affordances appearance should
indicate function - Principle 2 Simple Mappings simple looking
doesnt mean simple to use. Simplify game
controls using single function tools - Principle 3 Visibility and Feedback gamers
need lots of information. Make it consistent and
juicy. - Principle 4 Constraints prevent users from
making errors that could decrease immersion.
Balance challenge by constraining the environment.
12Bonus Katamari in the Classroom?
- What can students learn from the game
- Language English, Japanese, Korean
- Math metrics, measurements, ratios, proportions
- Design thinking
- Genre information how to play similar games
- Spirituality
- Strategy
- Game development (see Cloud example, partner with
EA)
Go read James Gee.
13Discussion Questions
- Is there an educational value of safe mayhem in
games? - Katamari depicts mayhem as creative. Is mayhem
creative? In what contexts? - Professor Ted Reuter, DePauw University has made
a recent statement that video game degrees are
kidnapping higher education. What evidence
presented today suggest games may offer hope for
higher education? http//www.collegenews.org/x5107
.xml - Apply some of these design principles to a
specific educational game. Describe the game and
brainstorm ideas to improve it. - What other design principles can you think of?
- How could we apply Katamari Damacy to education
and learning? What are some of your ideas? - Video games are made for people by people. In the
end they teach us about ourselves. What does
Katamari Damacy teach us about people and their
needs?
14Closing
- Innovation is still happening, no one has it all
figured out yet. - Educators have a huge role to play in that
innovation. - Its not all about sexy graphics. Core, solid
gameplay that delivers 120 on experience, still
saves the day. - Four you can adapt most any video game, even
Katamari, for educational purpose.
Keita Takahashi Designer
ShhThe art was created by college students
15Special thanks to Shelley Goldman Deanne
Gonzalez-Perez Halsted Larsson Jeb Havens Scott
Kim Erin Hoffman Susie Wise Roy Pea Learningtimes
support
Thank you Question and Answers.
Angel Inokon http//ldt.stanford.edu/inokon inoko
n_at_stanford.edu