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BRIEF INTRODUCTION TO
GAME DESIGN
DR. LENNART NACKE, ASSOCIATE PROFESSOR
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
ONE DEFINITION OF A GAME
▸ A game is a system in which players engage in an artificial
conflict, defined by rules, that results in a quantifiable
outcome.
▸ The key elements of this definition are the fact that a game
is a system, players interact with the system, a game is an
instance of conflict, the conflict in games is artificial, rules
limit player behaviour and define the game, and every
game has a quantifiable outcome or goal.
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
GAMES AS SYSTEMS
▸ The Magic Circle
▸ A space that exists as a subset of reality with boundaries and rules
▸ Four main system elements
1. Objects
2. Attributes
3. Internal relationships
4. Environment
▸ Formal, cultural, or experiential systems
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
FORMAL ELEMENTS OF GAMES
1. Players
2. Objectives
3. Procedures
4. Rules
5. Resources
6. Conflict
7. Boundaries
8. Outcome
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
DRAMATIC ELEMENTS
1. Challenge
2. Play
3. Premise
4. Character
5. Story
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
CHALLENGE
▸ A sense of accomplishment and enjoyment
▸ Determined by the abilities of a specific player
▸ Individualized
▸ Dynamic
▸ Flow
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
PLAY
▸ Roger Caillois’s 4 types of play
1. Agôn (Competitive Play)
2. Alea (Chance-based Play)
3. Mimicry (Make-believe Play)
4. Ilinx (Vertigo Play)
▸ Along the dimension of freedom
▸ Ludus (Rule-based Play)
▸ Paida (Free-from, improvisational Play)
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
PREMISE SETS…
▸ Time
▸ Place
▸ Main character(s)
▸ Objective
▸ Action that propels the story forward
▸ Makes a game’s formal system playable for the user
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
CHARACTER
▸ Empathy propels their movement toward a resolution
▸ Protagonist (main character) ↔ Antagonist (main opponent)
▸ Methods of characterization
▸ Wants
▸ Needs
▸ Hopes
▸ Fears
▸ Round characters ↔ Flat characters
▸ Agency ↔ Empath
LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN
STORY (AS A DRAMATIC ELEMENT)
▸ Uncertain outcome fosters engagement
▸ Often backstory for
▸ Setting
▸ Main Conflict
▸ Story points in game progression
▸ Player choices affect game outcome
▸ Branching storylines
▸ Limited scope
▸ Story can emerge from gameplay
THANK YOU VERY MUCH FOR YOUR ATTENTION
THANK YOU
Contact me:
len@uwaterloo.ca
@acagamic (Twitter)
hcigames.com

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Brief Introduction to Game Design

  • 1. BRIEF INTRODUCTION TO GAME DESIGN DR. LENNART NACKE, ASSOCIATE PROFESSOR
  • 2. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN ONE DEFINITION OF A GAME ▸ A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. ▸ The key elements of this definition are the fact that a game is a system, players interact with the system, a game is an instance of conflict, the conflict in games is artificial, rules limit player behaviour and define the game, and every game has a quantifiable outcome or goal.
  • 3. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN GAMES AS SYSTEMS ▸ The Magic Circle ▸ A space that exists as a subset of reality with boundaries and rules ▸ Four main system elements 1. Objects 2. Attributes 3. Internal relationships 4. Environment ▸ Formal, cultural, or experiential systems
  • 4. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN FORMAL ELEMENTS OF GAMES 1. Players 2. Objectives 3. Procedures 4. Rules 5. Resources 6. Conflict 7. Boundaries 8. Outcome
  • 5. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN DRAMATIC ELEMENTS 1. Challenge 2. Play 3. Premise 4. Character 5. Story
  • 6. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN CHALLENGE ▸ A sense of accomplishment and enjoyment ▸ Determined by the abilities of a specific player ▸ Individualized ▸ Dynamic ▸ Flow
  • 7. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN PLAY ▸ Roger Caillois’s 4 types of play 1. Agôn (Competitive Play) 2. Alea (Chance-based Play) 3. Mimicry (Make-believe Play) 4. Ilinx (Vertigo Play) ▸ Along the dimension of freedom ▸ Ludus (Rule-based Play) ▸ Paida (Free-from, improvisational Play)
  • 8. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN PREMISE SETS… ▸ Time ▸ Place ▸ Main character(s) ▸ Objective ▸ Action that propels the story forward ▸ Makes a game’s formal system playable for the user
  • 9. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN CHARACTER ▸ Empathy propels their movement toward a resolution ▸ Protagonist (main character) ↔ Antagonist (main opponent) ▸ Methods of characterization ▸ Wants ▸ Needs ▸ Hopes ▸ Fears ▸ Round characters ↔ Flat characters ▸ Agency ↔ Empath
  • 10. LENNART NACKE, BRIEF INTRODUCTION TO GAME DESIGN STORY (AS A DRAMATIC ELEMENT) ▸ Uncertain outcome fosters engagement ▸ Often backstory for ▸ Setting ▸ Main Conflict ▸ Story points in game progression ▸ Player choices affect game outcome ▸ Branching storylines ▸ Limited scope ▸ Story can emerge from gameplay
  • 11. THANK YOU VERY MUCH FOR YOUR ATTENTION THANK YOU Contact me: len@uwaterloo.ca @acagamic (Twitter) hcigames.com