SlideShare a Scribd company logo
Fun Game Design

Casper van Est
Amsterdam University of Applied Science
DoubleDutch Games
DoubleDutch Games: Teaching Game Design
What makes a game Fun?
Not this:

http://www.youtube.com/watch?v=JRO-UVW0uVE
Then what?
• Ralph Koster & Dan Cook say: Learning is Fun!
• We use Skill Atoms, the fundamental building
blocks of Game Design
• Useful for:
– Analysis: looking at the structure of a game
– Design: helps in designing challenges in your game
– Testing: provides quantitative questions
DoubleDutch Games: Teaching Game Design
Learning is Fun!
Learning more is even more Fun!
DoubleDutch Games: Teaching Game Design
Learning Basic Skills

This is the first screen.
What are skills that the
player can learn just by
looking at this screen?
Learning Basic Skills
Learning Basic Skills

This is the ‘second’ screen.
What are skills the player learns
in this area?
Learning Basic Skills
Learning Basic Skills
• What has the player learned so far?
– That mario is heading right
– That he’ll need to jump (A button) to get there
– That he can use his jump to..
• avoid or kill enemies
• collect coins
• make power-ups appear (by hitting blocks)
• smash bricks when big to open new passages
• climb over obstacles
• All in the first two screens – probably minutes of play!
and without once explicitly telling the player anything
A Reward for Learning
Learning Complex Skills

http://vacuumflowers.com/star_guard/
Learning Complex Skills
Learning Complex Skills
So, what makes a game bad?
• While IWBTG is fun is a sado-machochistic
kind of way, it’s mostly frustrating and more
fun for the audience than for the player.
• Why? Because it doesn’t teach you anything.
In fact, it actively forces you to un-learn
everything you’ve ever learned about this
game (and games in general)!
– The Skill Chain is very wide and extremely shallow
How to make a fun game:
1.
2.
3.
4.

Identify skills you want to teach the player
Stack skills into chains
Create a deep and wide skill tree
Use smart level design to teach and test
these skills
Recommended Reading
• Raph Koster – A Theory of Fun
• Dan Cook – lostgarden.com
Q&A

More Related Content

PDF
Teaching Game Design to Teach Interaction Design
PDF
Visual Thinking Stanford Continuing Studies
PDF
Game Designer's Journey
PDF
Game designer's journey 2.0
PDF
UI/UX: Building Player Experiences
PDF
How I created a top 50 app in 8 weeks @ GDC Europe 2016
PPTX
Developing your Agile skills through social Games
PDF
Андрій Доценко “Game Designer’s Journey”
Teaching Game Design to Teach Interaction Design
Visual Thinking Stanford Continuing Studies
Game Designer's Journey
Game designer's journey 2.0
UI/UX: Building Player Experiences
How I created a top 50 app in 8 weeks @ GDC Europe 2016
Developing your Agile skills through social Games
Андрій Доценко “Game Designer’s Journey”

What's hot (20)

PDF
A Primer On Play: How to use Games for Learning and Results
PDF
Lessons from the Trenches of Learning Game Design
PDF
Digital Learning Game Design: Lessons from the Trenches
PPTX
2. initial plans finished
PDF
Creative Engineering 101
PPTX
Developing your Agile skills through social Games
PPTX
Олег Новосад “Mama, I am game architect. What’s next?”
PDF
Experience Design in the Museum
PDF
Play to Learn: Learning Games and Gamification that Get Results
PDF
I wonder ... Designing for Curiosity
PPTX
FMP Pitch
PDF
Un-Boring Meetings
PPTX
Visual Thinking: Working with Pictures
PDF
Lecture 010 Polishing the UI
KEY
Educational Games Design (STEG10 Keynote)
PPTX
7. evaluation(2) (1) nasahsahs
PPTX
2. initial plans
PPTX
2. initial plans 1-2
PDF
Gamestorming Back to Back
DOCX
4. proposal(3)
A Primer On Play: How to use Games for Learning and Results
Lessons from the Trenches of Learning Game Design
Digital Learning Game Design: Lessons from the Trenches
2. initial plans finished
Creative Engineering 101
Developing your Agile skills through social Games
Олег Новосад “Mama, I am game architect. What’s next?”
Experience Design in the Museum
Play to Learn: Learning Games and Gamification that Get Results
I wonder ... Designing for Curiosity
FMP Pitch
Un-Boring Meetings
Visual Thinking: Working with Pictures
Lecture 010 Polishing the UI
Educational Games Design (STEG10 Keynote)
7. evaluation(2) (1) nasahsahs
2. initial plans
2. initial plans 1-2
Gamestorming Back to Back
4. proposal(3)
Ad

Similar to DoubleDutch Games: Teaching Game Design (20)

PDF
Just add points? What UX can (and cannot) learn from games
PPTX
Mixing games and_applications by Dan Cook
PDF
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
PPS
Battle of the Titans: Super Mario Bros. Vs Math Blaster
PPS
Pig in space
PPT
Evaluating Educational Games : A magic Bullet
PPTX
Gamification and Usability
DOCX
Emerging Learning and Development Models: Part Two
PDF
Affordable games with depth for your marketing - Pietro Polsinelli - #FMX18
PDF
Good learning
PDF
Pawned. Gamification and Its Discontents
PDF
Surviving Applied Games (2018)
PDF
Teaching with Games
PPTX
UPA Israel event 2011 – Dudi Peles
PDF
Rules of Play: Design Elements of Addictive Online Learning Games
PDF
How video games can enhance graduate attributes
PPTX
LMU Elements of a Game Discussion
PDF
Resources of Coursera Gamification Course
PPTX
Loyola 2013 #2
PPTX
Joe biglin loyola 2013
Just add points? What UX can (and cannot) learn from games
Mixing games and_applications by Dan Cook
Paideia as Paidia: From Game-Based Learning to a Life Well-Played
Battle of the Titans: Super Mario Bros. Vs Math Blaster
Pig in space
Evaluating Educational Games : A magic Bullet
Gamification and Usability
Emerging Learning and Development Models: Part Two
Affordable games with depth for your marketing - Pietro Polsinelli - #FMX18
Good learning
Pawned. Gamification and Its Discontents
Surviving Applied Games (2018)
Teaching with Games
UPA Israel event 2011 – Dudi Peles
Rules of Play: Design Elements of Addictive Online Learning Games
How video games can enhance graduate attributes
LMU Elements of a Game Discussion
Resources of Coursera Gamification Course
Loyola 2013 #2
Joe biglin loyola 2013
Ad

More from DevGAMM Conference (20)

PPTX
The art of small steps, or how to make sound for games in conditions of war /...
PPTX
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
PPTX
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
PPTX
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
PPTX
AI / ML for Indies / Tyler Coleman (Retora Games)
PDF
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
PPTX
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
PDF
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
PDF
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
PDF
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
PDF
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
PDF
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
PDF
How to increase wishlists & game sales from China? Growth marketing tactics &...
PDF
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
PDF
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
PPTX
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
PDF
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
PPTX
Branded Content: How to overcome players' immunity to advertising / Alex Brod...
PPTX
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
PPTX
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...
The art of small steps, or how to make sound for games in conditions of war /...
Breaking up with FMOD - Why we ended things and embraced Metasounds / Daniel ...
How Audio Objects Improve Spatial Accuracy / Mads Maretty Sønderup (Audiokine...
Why indie developers should consider hyper-casual right now / Igor Gurenyov (...
AI / ML for Indies / Tyler Coleman (Retora Games)
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...
New PR Tech and AI Tools for 2023: A Game Changer for Outreach / Kirill Perev...
Playable Ads - Revolutionizing mobile games advertising / Jakub Kukuryk (Popc...
Creative Collaboration: Managing an Art Team / Nastassia Radzivonava (Glera G...
From Local to Global: Unleashing the Power of Payments / Jan Kuhlmannn (Xsolla)
Strategies and case studies to grow LTV in 2023 / Julia Iljuk (Balancy)
Why is ASO not working in 2023 and how to change it? / Olena Vedmedenko (Keya...
How to increase wishlists & game sales from China? Growth marketing tactics &...
Turkish Gaming Industry and HR Insights / Mustafa Mert EFE (Zindhu)
Building an Awesome Creative Team from Scratch, Capable of Scaling Up / Sasha...
Seven Reasons Why Your LiveOps Is Not Performing / Alexander Devyaterikov (Be...
The Power of Game and Music Collaborations: Reaching and Engaging the Masses ...
Branded Content: How to overcome players' immunity to advertising / Alex Brod...
Resurrecting Chasm: The Rift - A Source-less Remastering Journey / Gennadii P...
How NOT to do showcase events: Behind the scenes of Midnight Show / Andrew Ko...

Recently uploaded (20)

PPTX
SPARSH-SVNITs-Annual-Cultural-Fest presentation for orientation
PDF
A New Kind of Director for a New Kind of World Why Enzo Zelocchi Matters More...
PPTX
E8 ssssssssssssssssssssssssssssssssssQ1 0101 PS.pptx
PPTX
History ATA Presentation.pptxhttps://www.slideshare.net/slideshow/role-of-the...
PDF
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
PPTX
genderandsexuality.pptxjjjjjjjjjjjjjjjjjjjj
PDF
Keanu Reeves Beyond the Legendary Hollywood Movie Star.pdf
PPTX
the Honda_ASIMO_Presentation_Updated.pptx
DOC
NSCAD毕业证学历认证,温哥华岛大学毕业证国外证书制作申请
PPTX
BULAN K3 NASIONAL PowerPt Templates.pptx
PDF
oppenheimer and the story of the atomic bomb
PDF
MAGNET STORY- Coaster Sequence (Rough Version 2).pdf
PDF
How Old Radio Shows in the 1940s and 1950s Helped Ella Fitzgerald Grow.pdf
PPTX
Understanding Colour Prediction Games – Explained Simply
PPT
business model and some other things that
PDF
WKA #29: "FALLING FOR CUPID" TRANSCRIPT.pdf
PDF
Gess1025.pdfdadaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
DOCX
Nina Volyanska Controversy in Fishtank Live_ Unraveling the Mystery Behind th...
PDF
Rare Big Band Arrangers Who Revolutionized Big Band Music in USA.pdf
PDF
Ct.pdffffffffffffffffffffffffffffffffffff
SPARSH-SVNITs-Annual-Cultural-Fest presentation for orientation
A New Kind of Director for a New Kind of World Why Enzo Zelocchi Matters More...
E8 ssssssssssssssssssssssssssssssssssQ1 0101 PS.pptx
History ATA Presentation.pptxhttps://www.slideshare.net/slideshow/role-of-the...
TAIPANQQ SITUS MUDAH MENANG DAN MUDAH MAXWIN SEGERA DAFTAR DI TAIPANQQ DAN RA...
genderandsexuality.pptxjjjjjjjjjjjjjjjjjjjj
Keanu Reeves Beyond the Legendary Hollywood Movie Star.pdf
the Honda_ASIMO_Presentation_Updated.pptx
NSCAD毕业证学历认证,温哥华岛大学毕业证国外证书制作申请
BULAN K3 NASIONAL PowerPt Templates.pptx
oppenheimer and the story of the atomic bomb
MAGNET STORY- Coaster Sequence (Rough Version 2).pdf
How Old Radio Shows in the 1940s and 1950s Helped Ella Fitzgerald Grow.pdf
Understanding Colour Prediction Games – Explained Simply
business model and some other things that
WKA #29: "FALLING FOR CUPID" TRANSCRIPT.pdf
Gess1025.pdfdadaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Nina Volyanska Controversy in Fishtank Live_ Unraveling the Mystery Behind th...
Rare Big Band Arrangers Who Revolutionized Big Band Music in USA.pdf
Ct.pdffffffffffffffffffffffffffffffffffff

DoubleDutch Games: Teaching Game Design

Editor's Notes

  • #5: Max 2 min!Later on, we willseeexactlywhythis is notfun.Alternative: http://www.youtube.com/watch?v=_T3vNtBGd1o
  • #6: Puzzle
  • #7: -Action: The playerperformsanaction. For a skillatomencounterby a newplayer, the actionmightinvolvepressing a button. More advancedatomsmightinsteadrequire the playerexecute a batched set of actionssuch as navigating a complex maze. - Simulation:Basedoff the action, anongoingsimulation is updated. A door might open. - Feedback:The game provides someform of feedback to the player to let themknowhow the simulation has changed state. This feedback canbeauditory, visual, ortactile. Itcanbevisceral in the form of anexplodingcorpseoritcanbesymbolic in the form of a block of text. - Modeling: As the final step, the playerabsorbs the feedback and updates their mental models on the success of theiraction. Iftheyfeelthatthey have made progress, theyfeelpleasure. Iftheymaster a newskillorother tool, theyexperiencean even greaterburst of joy. Iftheyfeelthattheiraction has been in vain, theyfeelboredomorfrustration.
  • #8: Implicit in this model is that the atom is often looped through multiple times before the user understand what it teaches. The first pass may only clue the user that something vaguely interesting happened. The user then presses the button again to test their theory and Mario once again bounces up into the air. At this point, the player smiles since they realize they’ve acquired an interesting skill that may be of use later on.
  • #9: Eventually, the player uses an existing skill to grok another skill. They experience a wash of pleasure and start the process all over again. We can visually represent how players learn by linking our basic skill atoms together to create a directed graph of atoms called a skill chain.
  • #10: Bylinking more and more atoms in, youbuild a networkthatdescribes the entire game. Everyexpectedskill, everysuccessfulaction, everypredictedoutcome of a simulation, every bit of required feedback canbeincluded in a simple, yetfunctionalfashion. A skillchain is a generalnotationthatcanbeused to model prettymuchany game imaginable. Your design canbebroken down intodozens of simpleatomsthat link together to form a clear and easilyreadable map of how the game plays. The skillchain, withitsability to describe the playerexperienceinstead of (just) the meremechanics of the game, provides a farricherdescription of the meaningfulmomentsthatoccurduringgameplay. DEPTH vs. WIDTH : a deep tree meansthatskills are stackedon top of eachother (i.e. youfirstlearnthisskill, whichyouthenuse to learn a more advancedskill). A wide tree meansthere are a lot of skillsthatcanbelearned, buteachskill is a bit superficial.
  • #13: JumpingCoinsBreakingblocks -> opens up new routesPowerupAvoid / killenemyExamon jumping
  • #18: Jump toavoidgetting hit ifyou’renot in a safe zoneIt’s best to takeonenemiesonebyone -> creates safe zones!
  • #19: FinalExam: Find safe zones, takethem out onebyone and jump to avoidbullets