Print Story Notes from the Game Focus Germany Conference, 2008
Diary
By codemonkey uk (Sun Jan 27, 2008 at 06:10:16 AM EST) (all tags)
Part 1, Thursday, continued.  Previously:

Now:
  • "Inside Out Game Design" Stéphane Bura

To follow:

  • "Zen and the Art of Project Maintanence" - Risa Cohen
  • "Pragmatic game development practices for small (and not so small) companies" - Noel Llopis



"Inside Out Game Design" Stéphane Bura

Note:  Stéphane Bura's talk was very fast paced, with hundreds of illustrative, slides.  These notes don't come close to doing it justice.

Art and Science of Game Design - inside the (design->impl->feedback->) loop : talk is about HOW not WHY we have this loop.  This talk is about WHY.

Rules.  Once mastered can be bent/broken to produce something new and amazing. 

Game Design -> not art, not science but craft. 

For science we need to measure and have insights.  But what do we measure in games?

Define what a game is.  A series of interesting choices (Sid Mayer).  Choice is freedom, and freedom can me measured.  Choices are only meaningful in an consistent and logical context.  Choices have cost.  Consequences are persistent.   

Ralph Koster / Theory of Fun.   Will Write / Dynamics for Designers.  MDA.

    Freedom    Mastery    Data
Action    Opportunities, Abilities, Tools    Training , Reflexes, Tactics    Resources, Operational Rules
System    Exploration, Purpose    Learning, Skills, Control    Preparation, Constituency
Experience    Strategy, Creativity    Exploiting Skill and Knowledge    Meta-game, Implicit Rules

More (huge) tables... showing what the consequences are for increasing or decreasing the variables on the different axis. 

Naches.

Patterns (Christopher Alexander)

Full discussion: http://www.hulver.com/scoop/story/2008/1/27/61016/1400