Title: Game Design Essentials
1Game Design Essentials
- designing games
- with learning content
- Nick Fortugno
2Introduction
- Nick Fortugno
- Co-Founder/CCO of Rebel Monkey
- Previously Director of Game Design, Gamelab
- Lecturer at Parsons The New School of Design
- on Game Design Interactive Narrative
3Introduction
- Discussion of designing games as teaching tools
- What can games teach?
- How do they teach?
4Game design fundamentals
5Game design fundamentals
- learning-oriented games are still games
6Game design fundamentals
- learning-oriented games are still games
- games are systems
7Game design fundamentals
- learning-oriented games are still games
- games are systems
- built of rules
8Game design fundamentals
- learning-oriented games are still games
- games are systems
- built of rules
- that create play
9Game design fundamentals
- learning-oriented games are still games
- games are systems
- built of rules
- that create play
- game designers create the rules
10Game design fundamentals
- embrace the gameness of games
- competition and cooperation
- pleasure and frustration
- the process of play
11Lets play a game!
- get into groups of 4-6 players
- each group has a deck of 15 cards
- each player has 10 clips of any color
- shuffle cards and place into three stacks of 5
cards - put all your beads in your left hand
- now you are ready to play
12Dungeon Attack!
- A bidding game with gamer content
- - turn over the top card on the first deck
- secretly put beads in your right hand (your bid)
- players reveal bids all at once
- the highest UNIQUE bid gets the card
- leave the beads you bid in front of you
- start a new card new bid
- after 5 cards, you get all your beads back
- do the next two decks
- the player with the most points at the end wins
13Discussion
- what was your groups experience?
- what were the elements of the system?
- what kind of play did the rules create?
14Process, not data
- games are good at procedures, not information
15Process, not data
- games are good at procedures, not information
- designing a game is creating an activity, not
content
16Example 1
- Ayiti The Cost of Life
- Teaches about poverty as an barrier to education
17Example 1
- Ayiti The Cost of Life
- Players guide the Guinard family, giving them
jobs and sending them to school
18Example 1
- Ayiti The Cost of Life
- The use of poverty is the system forces hard
strategic choices.
19Example 2
- Constitutional
- Convention
- LARP
- Designed to teach middle school students
Constitutionalhistory
20Example 2
What you want The delegates from Maryland,
representing one of the smaller states, want to
have equal representation, one state one vote,
in congress. - The best case scenario is simply
equal representation for the states. (5
points) - You can compromise a little. Just dont
let population be the only thing that determines
representation. (2 points) You, Luther Martin,
are opposed to slavery in general and wanted to
ban the slave trade. - The only moral and right
position would be to ban slavery entirely in the
new constitution. (7 points) - Marylands people
did not approve of counting slaves as part of a
states population to be represented. (3 points)
- Constitutional
- Convention
- LARP
- Points used to encourage emergent negotiation
conventional politics.
21Process, not data
- games are good at procedures, not information
- designing a game is creating an activity, not
content - choose system-based content for your project
- work with a game-appropriate learning model
- translate the learning content
22Redesign!
- select one learning content
- redesign the game by changing up to 3 rules
- - modify the cards or beads
- - shift the balance of public private
information - - play with the turn order or sequence
- - create and include a map or board
- - alter winning conditions or player
relationships - - make a special role for one player
- stay focused on having your learning content
- embodied in the activity of the game
23Discuss
- what did you do?
- what worked and what didnt work?
- what was most challenging?
- could this become a viable learning game?
24Closing thoughts
- game development and game design is hard
- this is not an accurate simulation of the process
- games have strengths and weakness as learning
tools - design for the larger context
25QA
26Thank you!
- Nick Fortugno
- nick_at_rebelmonkey.com
- www.rebelmonkey.com