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The Affordances of Katamari Damacy

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Bonus: Katamari in the Classroom. Questions and Answers ... Two releases on PlayStation 2 and third on its way for the PSP. Watch video. Gameplay View ... – PowerPoint PPT presentation

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Title: The Affordances of Katamari Damacy


1
The Affordances of Katamari Damacy
  • How the design of an innovative Japanese game
    captivated the world.

2
Outline
  • 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
3
About 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.
4
See 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.
5
Poll What are the fundamental properties of a
ball?
6
Design 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.
7
Design 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.
8
Design 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.
9
Design 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.
10
Perspective 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.
11
Design 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.

12
Bonus 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.
13
Discussion 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?

14
Closing
  • 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
15
Special 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
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