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Putting the Cart Before the Horse:

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Sissyfight's Revenge. Design on Sissyfight was 'done. ... Sissyfight's Revenge. Try to resist the temptation to satisfy the memo with pure content changes. ... – PowerPoint PPT presentation

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Title: Putting the Cart Before the Horse:


1
Putting the Cart Before the Horse
  • Reformulating Business Objectives as Aesthetic
    Goals
  • Jonathan Hamel
  • Game Design Tuning Workshop

2
Overview
  • Part I Introduction 10 minutes
  • Part II Brainstorming 10 min.
  • Part III Analysis 10 min.
  • Part IV Exercise 60 min.
  • Part V Demo 20 min.
  • Part VI Wrap-Up 10 min.

3
Introduction
  • 10 minutes

4
MDA Meets Reality
  • It can be challenging to use the MDA framework in
    a real business setting.
  • But well worth the effort
  • Focuses team on project goals
  • Helps you deal with feedback
  • Herds feature creep in the right direction

5
Everybodys a Critic
  • You want the game to be better, but
  • The client or publisher wants
  • The contract says
  • Your company strategy is
  • The latest market research shows
  • The system performance is...
  • The schedule has time for...
  • etc.

6
Design vs. Commerce
  • Who wins?
  • Usually, they do, right?
  • Are we fixing the game or breaking it?
  • Clients, publishers, marketers, business
    requirements place unreasonable demands that are
    ruining the game
  • Nobody else knows what MDA is.
  • Your aesthetic goal should be for it to be
    fun.
  • (Schedules arent very good listeners, anyway.)

7
Mantras for Staying Calm
  • Focus on the client
  • It's not a better game if it still doesn't meet
    the business objectives of the people funding and
    selling it.
  • Define Design
  • The application of creative expertise to solve
    problems.

8
Quick Examples
  • Compare design in other industries
  • Architecture
  • How do I plan for the flow of people through a
    physical space?
  • Engineering
  • How do I make the paperclip grip better and not
    rust the paper?
  • Advertising
  • How can I communicate that this brand is
    sophisticated and dangerous?

9
The Point
  • Design is the application of creative expertise
    to solve problems.
  • Whose problems?
  • The people with the money.
  • Client/publisher/business concerns are central to
    the design.

10
Brainstorming
  • 10 minutes

11
Ethnology of Business Concerns
  • AKA War Stories
  • Time to vent and/or brag
  • What curve balls have you been thrown?
  • Did you design your way around them in a cool way?

12
Inspiration
  • The client or publisher wants
  • The contract says
  • Your company strategy is
  • The latest market research shows
  • The system performance is...
  • The schedule has time for...
  • The marketing dept. wants...

13
Analysis
  • 10 minutes

14
The Ideal
  • When game design and business are seamless we
    feel great.
  • Role-playing and subscriber loyalty
  • Casual games and their demographic
  • But when business objectives feel tacked on...
    ugh

15
The Question
  • Can business objectives be reformulated in a way
    that is more useful to us as designers?
  • Can we make an even better game by seeking out
    business objectives and exceed expectations?

16
A Possible Plan
  • First ask Why?
  • Find out how much flexibility you have.
  • While youre at it, ask What else?
  • Then try to restate the problem in terms of
    Aesthetic Goals

17
Ah, but how?
  • Business Objectives Aesthetic Goals?
  • Rarely
  • Business objectives are often not easy to
    translate into aesthetic goals.
  • Business Objectives Aesthetic Models?
  • This is the theory Im working on.
  • Whats an Aesthetic Model again?

18
Goal Competition
  • Model A game is competitive if
  • Players are adversaries.
  • Players have an ongoing emotional investment in
    defeating each other.
  • Some failure modes
  • A player feels that he cant win.
  • A player cant measure his progress.

19
Goal ________
  • Model A game is ________ if
  • Players feel a sense of community
  • Appeals to women ages 35-45
  • Some failure modes
  • Drives players apart
  • Attracts teenage boys to the player community
  • What fills in the blank?

20
Objective Aesthetic Model
  • You may need multiple models / goals
  • Now that you know your aesthetic goal, what
    changes do you need to make to the game mechanics
    or dynamics to better support this goal?
  • Sounds like a good subject for an exercise!

21
Exercise
  • 60 minutes

22
Sissyfights Revenge
  • Design on Sissyfight was done.
  • Youve just received a memo.
  • The memo is unreasonable.
  • Your job depends on success.
  • Break into groups of six
  • Pick a memo (1d6) each group should do a
    different one if possible.

23
Sissyfights Revenge
  • Everyone have a memo?

24
Sissyfights Revenge
  • Try to resist the temptation to satisfy the memo
    with pure content changes. Thats what we mean
    by tacked on.
  • After 5 minutes be prepared to share
  • Your memo
  • One or more aesthetic models
  • At the end be prepared to demonstrate gameplay.
  • Iterate quickly!

25
Goal Competition
  • Model A game is competitive if
  • Players are adversaries.
  • Players have an ongoing emotional investment in
    defeating each other.
  • Some failure modes
  • A player feels that he cant win.
  • A player cant measure his progress.

26
Demo
  • 20 minutes

27
Wrap-up
  • Thanks!
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