Conventions and classes
I'll be at PrezCon in Charlottesville
this weekend (beginning Thursday night). I'll be giving a talk about
strategic wargame design (Strategic Wargame Design Sat 20:00 (8PM) J. Madison room). If you care to talk with me (which is why
I'll be there), I am about 6'6", unfortunately over 300 pounds, glasses,
mustache, balding on top (or wearing a cap), and over 60. Can't miss
me.
I will soon be offering my online audiovisual classes on my
own as well as through Udemy. They'll cost more through Udemy. News at
pulsiphergames.com.
"Intuitive"
Quote
from a comment on BGG: "Unintuitive rules are rules that don't make
sense given the game's setting, goals, and components. It has nothing to
do with previous gaming experience (otherwise every new game that
strays from a known formula would be unintuitive)."
Get some
people together who almost never play board games, and try to teach them
some light (but not family) board games. What "makes sense" to gamers
often does NOT make sense to the non-gamers. "Make sense" depends
heavily on previous experience.
The effect of prior experience is
especially obvious in user interfaces in video games. Players expect
things to work a certain way because that's what they're used to. There
may be a more sensible way to do it, but if you write your game in that
more sensible way you've created a barrier for those used to the old
way of doing it.
"Intuitive" frequently ends up meaning "what
people are used to", not "what is most natural or sensible." Which is
why I won't use the word in game design context.
Let's go
further. We might think that photographs and maps are "intuitive", but
take an aborigine who has never seen such a thing (no longer likely, but
it's been done in the past) and they cannot make sense out of either.
It is too far beyond their experience. They can be taught to recognize
photos and even use maps, but to them there's NOTHING "intuitive" about
it.
"Intuitive" as used in games is still a synonym for "easy to
use" or "easy to learn", but it comes from what people are already
familiar with.
Now on the other hand, there are things that may
be natural to humans. For example, when moving a mouse, it's a lot
easier to point at something at the edge of a screen, where you cannot
overshoot it, than if it's away from the edge. In this respect, buttons
on the screen edges are "intuitive", if anything is.
Twitter
I am @lewpuls on twitter. Some of these references from recent tweets may interest you:
Understanding Choice: 3dtotalgames.com/understanding-… (http://t.co/tDkm0EBxO1) It is written primarily with math-style games, often solvable games (puzzles), in mind.
Some games require software. Others (e.g. most tabletop) don't use software, just "brainware". (Term courtesy of my wife.)
Contest:
each competitor does something separately, without being able to affect
the other competitors through gameplay. Compare results.
“Gamification” in practice amounts to scorification of *contests*, not use of actual gameplay techniques. There is no game. . .
An articulate and fascinating look into a budding game designer's head: jeffro.wordpress.com/2014/02/19/how… (http://t.co/TgYM0AYkkK) #gamedesign (https://twitter.com/search?q=%23gamedesign)
Jakob
Nielsen's advice about on-screen instructions for mobile apps should
apply to mobile games too: nngroup.com/articles/mobil… (http://t.co/t9DfDqORj4) #gamedesign (https://twitter.com/search?q=%23gamedesign)
KS:
"A service that lets you customize your perfect miniature using our web
UI and have it 3D printed just for you!"
kickstarter.com/projects/herof… (https://t.co/E9YEejaob5)
Avoiding player elimination in multi-sided games: youtu.be/Eu5C941Jjs8?a (http://t.co/gT0pvMe4YS) via @YouTube (https://twitter.com/YouTube/)
"Tech
wars and talent shortages." How recruiting and working conditions have
changed in the video game industry. gamesindustry.biz/articles/2014-… (http://t.co/xPTer4OoPM)
"Player count and scalability" gamesprecipice.com/player-count-s… (http://t.co/9jvF0j8YAb)
Learning from backer cancellations in Kickstarter stonemaiergames.com/kickstarter-le… (http://t.co/mZwtqOnUSN) Anyone planning to run a KS should read Jamey's lessons.
Unusual, often artsy, dice: shapeways.com/games/dice?li=… (http://t.co/w2SNRCjeUT) And on KS, kickstarter.com/projects/tinde… (https://t.co/RjLiQBmbJO) kickstarter.com/projects/15847… (https://t.co/QWbfhDtuXk) kickstarter.com/projects/33900… (https://t.co/e5BfgsmPEk)
Today
is the 6th anniversary of Purple Pawn, a site for all kinds of
non-electronic game news, BROAD coverage. purplepawn.com/2014/02/happy-…
(http://t.co/EW8wd86pJC)
What makes my Game Design book unusual or unique: youtu.be/x20MqWdpkOM?a (http://t.co/mgIE7E4fGI) via @YouTube (https://twitter.com/YouTube/)
Sherlock Holmes: the Card Game, second edition kickstarter.com/projects/excal… (https://t.co/E9hl3gnIGF)
For those who have run their own studios this states the obvious, but not to newbies: gamasutra.com/blogs/RobinHum… (http://t.co/GopjrlC1pf) #gamedesign (https://twitter.com/search?q=%23gamedesign)
Diatribe
against F2P games (with a couple of very interesting comparative videos
by Nerd3 - beware, strong language): baekdal.com/opinion/how-in… (http://t.co/gjE0iQXUiQ)
Monday, February 24, 2014
Monday, February 17, 2014
Three kinds of games and game fans: Math, People, Story
Categorizing aspects of game design in groups of two or three frequently
promotes critical thinking. Here's one attempt (via a short video) to
categorize game players by the nature of the games they prefer.
http://youtu.be/8680nw61VWM
http://youtu.be/8680nw61VWM
Thursday, February 13, 2014
The Artisan, the Engineer, and the Mimic: Three kinds of game designers
I'm experimenting with use of video, from my youtube channel "Game
Design". This was originally made for my online audiovisual course
"Learning Game Design". Blogger's YouTube search is defective, so I'll have to post the actual link:
https://www.youtube.com/watch?v=qqBt1b2pPt8
https://www.youtube.com/watch?v=qqBt1b2pPt8
Subscribe to:
Posts (Atom)