Posts

Playtesting: A to Z

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In one of my graduate school textbooks,  Game Design Workshop  (Fullerton, T. 2019) that I use for my Design of Learning Games class taught by Dr. Fengfeng Ke at Florida State University, there is a short commentary by game designer Eric Zimmerman and architect Nathalie Pozzi on playtesting.  It lists a Cliff-Notes version of their playtesting "rules", one for each letter of the alphabet.   I tremendously admire the collaboration of these two veterans whose playable installations have appeared at the Museum of Modern Art in New York, in Paris, Berlin and around the world.  I am only going to discuss a few that really spoke to me. Add caption A)   Playtest before you think you are ready .    This goes to the heart of so much I have read about game design including think out of the box, listen to everyone on your team (whether on the technical side or not), create prototypes early and test them, and more.  All these suggestions are t...

Functionality - Game Design Basics

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In designing a game, there are four basic steps of design:  foundation, structure, formal details and refinement.    The idea is you visualize the concept of your game from whatever seed of inspiration it was channeled from, and then proceed to build a structure around the concept to make it playable. In the design stage of foundation, it is essential to identify clearly the goals of the learning game, and then build the foundation of fun and player engagement around that.  The game structure is where you identify the rules of the game while maintaining functionality and fun.  In my game designed for hospitalized children, it was important for me to build rules that also gave the player choice in how to continue on their path.  So although the player had to learn specific self-help skills and demonstrate use of them, the player had some flexibility in choosing which skill to use to assist them through certain tasks. In designing the formal detail...

Emotions - Elixir to Game Engagement

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When thinking of designing a learning game for children in a hospital, I wasn't sure what to decide on first.  First, I became focused on what type of game to design.     But then I realized I needed to decide on the topic of the game.  But then I backed up further, and thought about what type of player experience I wanted the child to have. Then I backed up even more, and thought what is going to motivate a hospitalized child to want to play a game. In a child's everyday life, there are so many distractions to deal with such as other siblings, pets, friends, playing, etc.  Additionally, there are numerous daily tasks, requirements a child must do, including going to school, doing school homework, doing chores, eating meals, brushing teeth, sleep, etc. After all of these which are just a few of the many activities and tasks of a child's life, now consider adding the over-arching dilemma of being hospitalized.  And it changes everything. When a ...

Minecraft - Seismic Sandbox

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In my graduate class on the Design of Learning Games, we spent a lot of time studying, playing and discussing the globally successful game, Minecraft.  There are several elements that I think were pivotal to the success of this game. To start, unlike most digital games available at that time that were goal-driven, Minecraft was a true "sandbox" game.  To that end, a player could enter the game, like a kid in a sandbox, and do as little or as much game play as desired.  To this end, it was not plot driven with defined goals to achieve "success".  Each player could determine what "success" meant for himself.  This concept was key in that it gave the player total control over the direction of the game play, which drove creativity, invention and innovation on the player's part.  Just what could be made with blocks?   A quick search on the Web shows the just how far a few blocks and unlimited creativity can go in fostering players' creations. ...

Playtesting with Children

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When designing a game for children, there are considerations to take into account that are not considered with adult playtesters.  First, game designers must get written permission from the parents for their child to participate in playtesting.  This means that the parents must first be sold on the concept and validity of your game for them to agree to have their children participate in playtesting.  So clear communication about all aspects of your game is essential. The physical playtesting setting can impact a child's comfort and sense of security, which can also impact their attentiveness to the game.  Options include testing in the child's home if a quiet room.  Or testing could be in a room that is furnished to appear cozy and comfortable with age-appropriate furniture.  A thoughtful introduction to the child, and a brief recap of what they will be doing will facilitate putting the child at ease and ensure they understand what they need to do....

Game Conceptualization - Non-Linear Creativity

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In  Game Design Workshop by Tracy Fullerton (2019), she discusses game conceptualization and the work of Mihaly Csikszentmihalyi and his 5 stages of creativity: Preparation, Incubation, Insight, Evaluation and Elaboration.  Csikszentmihalyi explains "the creative process is less linear than recursive."  So game designers should not expect creativity to proceed progressively from one stage to another.  In truth, game design reminds me of a pinball game with the game play an example of non-linear creativity. The plunger that launches the pinball onto the play field is the first kernel of an idea for a new game concept.  It can be an idea from a well-crafted brainstorm session like those held by Disney Imagineers who were known for clearly articulating what the creative dilemma is, and then encourage challenging questions and suggestions from their team.  Or, the idea could be a spark from a dream, an observation or even overload of one or more of your ...

The Lure of Player Engagement

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In designing a new game, the objectives the designer settles on are the key driving forces of the game.  Without clear, obtainable objectives, there is minimal reason for a player to continue playing. Clear objectives will both define and reveal realistic player experiences goals for the game.  Once objectives have been defined, it can be tempting for game designers to quickly put on their "designing" hat to create and identify new game procedures, rules, resources, conflict, boundaries, etc.  In short, the structure of the game.  But during and within this design phase, it is essential to keep the engagement of the player center focused. In the Game Design Workshop by Tracey Fullterton (2019), she mentions the aspect of uncertainty in the playcentric process, and its importance as a key motivator for player engagement.  "If players can anticipate the outcome of a game, they will stop playing," she notes.   There needs to be something that draws th...