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    <title>Game Design</title>
    <link rel="alternate" type="text/html" href="http://www.rosenfeldmedia.com/books/game-design/" />
    
   <id>tag:www.rosenfeldmedia.com,2012:/books/game-design//21</id>
    <link rel="service.post" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21" title="Game Design" />
    <updated>2012-05-08T14:03:14Z</updated>
    
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<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/game-design" /><feedburner:info uri="game-design" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry>
    <title>Article: The elements of player experience</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/PQ29dpa9Cd0/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=2191" title="Article: The elements of player experience" />
    <id>tag:www.rosenfeldmedia.com,2011:/books/game-design//21.2191</id>
    
    <published>2011-04-10T00:42:25Z</published>
    <updated>2011-04-10T00:48:17Z</updated>
    
    <summary><![CDATA[I've written a new article for UX Mag that's adapted from the upcoming book.&nbsp; Building off of Jesse James Garrett's elements of user experience, it proposes a similar model for game experiences.&nbsp; Feedback on this piece is really valuable to...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        I've written a new article for UX Mag that's adapted from the upcoming book.&amp;nbsp; Building off of Jesse James Garrett's elements of user experience, it proposes a similar model for game experiences.&amp;nbsp; Feedback on this piece is really valuable to me, so please feel free to leave your comments! &lt;br /&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;&lt;a href="http://uxmag.com/design/the-elements-of-player-experience"&gt;Read the article on UX Mag&lt;/a&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/PQ29dpa9Cd0" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/article_the_elements_of_player/</feedburner:origLink></entry>

<entry>
    <title>Interview with Jesse Schell</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/0URIJQEUbHU/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1837" title="Interview with Jesse Schell" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1837</id>
    
    <published>2010-08-10T00:52:52Z</published>
    <updated>2010-08-10T00:55:38Z</updated>
    
    <summary><![CDATA[Last week I spoke with game designer Jesse Schell, the highly influential author of "The Art of Game Design", professor at Carnegie Mellon, and CEO of Schell Games.&nbsp; His presentation from the 2010 DICE Summit, in which he mapped out...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;b&gt;Last week I spoke with game designer Jesse Schell, the highly
influential author of "The Art of Game Design", professor at Carnegie
Mellon, and CEO of Schell Games.&amp;nbsp; &lt;a href="http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/"&gt;His presentation from the 2010 DICE
Summit&lt;/a&gt;, in which he mapped out a future where gamelike experiences will
be integrated into everything from toothbrushes to bus rides, went
viral and sparked widespread controversy.&amp;nbsp; We talked about the
presentation, the promise for games to do good in the world, and how UX
designers should approach game-related projects.&amp;nbsp; &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;The
second chapter of your book is dedicated to discussing games as
enablers of experiences.&amp;nbsp; Why the emphasis on that idea right at the
beginning of the book?&lt;br /&gt;&lt;/b&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;It's
important because people who are trying to design games are so quick to
go to anything tangible.&amp;nbsp; They want to talk about the particulars of
the design right away, how it works and what it looks like.&amp;nbsp; But what
the designer's actually doing is building an experience, and we should
never lose sight of that.&amp;nbsp; That's the real goal.&lt;/span&gt;&lt;/font&gt;&lt;br /&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;Your
DICE presentation predicted that in the future gameplay will be
thoroughly mashed into everyday user experiences.&amp;nbsp; Do you envision the
impetus for that coming from the game designers, or from the designers
of conventional user experiences?&lt;/b&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;I
see it coming from both directions.&amp;nbsp; Reality and games are really
reaching out to each other right now, and meeting in the middle. &lt;/span&gt;&lt;/font&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;So what core competencies would conventional user experience designers need to develop to game up their interfaces?&lt;br /&gt;&lt;/b&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;Core
competencies isn't the right way to think about it -- it's not learn a
little about this or that.&amp;nbsp; You'd first need to make a fundamental
shift in your perspective, and then you'd need to practice.&amp;nbsp; You'd need
to turn away from efficiency and toward entertainment.&amp;nbsp; So for example,
if I were to give you a tax application with just one big red button
that you pressed and boom, your taxes were all done, that would be
ideal.&amp;nbsp; If you did the same thing for &lt;i&gt;Gears Of War&lt;/i&gt;, that would be the worst game ever.&amp;nbsp; So people who are gameifying conventional interfaces can get themselves into trouble.&amp;nbsp; &lt;/span&gt;&lt;/font&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;br /&gt;&lt;b&gt;What advice would you give to someone who's thinking about incorporating a gamelike experience into a conventional UI?&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;/b&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;You
can't just say "Hey, people like games, therefore people will like
this."&amp;nbsp; That isn't necessarily true.&amp;nbsp; And people don't necessarily want
a user interface to be a game per se, but to have gamelike qualities.&amp;nbsp;
There are many things that games are especially good at.&amp;nbsp; They can
provide clear feedback, the possibility of success, mental and in some
cases physical exercise, the opportunity to satisfy your curiosity, a
chance to do problem solving, or a feeling of freedom.&amp;nbsp; So you should
be asking "What are the elements of games that people find pleasurable?"&lt;/span&gt;&lt;/font&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;&lt;br /&gt;Some
of the reaction to your presentation has seemed fearful, with
speculation of Orwellian implications.&amp;nbsp; Did you anticipate that
response?&lt;/b&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;Well
I think there is some reason for concern, and I really wanted people to
have that discussion.&amp;nbsp; This is something that's definitely going to
happen and it can be a very good thing, but it can also be misused.&amp;nbsp;
For example, you start getting into a lot of ethical problems with
advertising because games can be such a powerful medium to influence
buying behavior.&amp;nbsp; It's one thing when you use a compelling game
mechanic to create an experience that you really get into, but it's
another if you're using it to get people to buy something that could be
damaging to their health.&lt;/span&gt;&lt;/font&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;Can games can be used to achieve positive social ends?&lt;/b&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;Absolutely.&amp;nbsp;
Certainly educational.&amp;nbsp; If you have the ability to ability to influence
behavior in a negative way, then you also have the ability to influence
it in a positive way.&lt;br /&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;/span&gt;&lt;/font&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;Do you think that video games have a place in the classroom?&lt;/b&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;Sure.&amp;nbsp;
There are a lot of challenges with games in the classroom.&amp;nbsp;&amp;nbsp; In general
they're best suited for use outside the classroom because games tend
not to work well under time constraints.&amp;nbsp; They're better as homework.&amp;nbsp;
But there is a place for them in the classroom, and it's probably best
when the teacher serves as a game master.&amp;nbsp; So let's say you do a live
simulation in class where the teacher sets up the situation then
observes and augments it as it goes, with the goal of creating a
teachable moment.&amp;nbsp; That's something that simulations are really good
at.&amp;nbsp; Teachers know you don't just pour something into the student's
ear, you have to pry their brains open so that they actually care.&amp;nbsp; The
teacher can use games to engineer that moment, and then drive
discussion about how it could be done differently.&amp;nbsp; I've seen this done
a few times in training games for firefighters, doctors, and nurses,
but it can happen almost anywhere.&amp;nbsp; The key is to shift from games as a
replacement for the teacher and to something that empowers the teacher.&lt;/span&gt;&lt;/font&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;&lt;br /&gt;Can games be persuasive?&lt;br /&gt;&lt;/b&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;Games
are best at being persuasive when they're persuading you of the truth.&amp;nbsp;
They can be particularly good at illustrating complex systems.&amp;nbsp; If you
have an argument about whether a nuclear reactor is safe, people may or
may not give credence to your words.&amp;nbsp; But a simulation can prove that
it is or isn't safe because you can actually experience it.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;This
property of games can also make them very useful in, say, political
situations where people need to make decisions about complex systems
that are difficult to understand.&lt;/span&gt;&lt;/font&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;&amp;nbsp; A team from CMU made a game called &lt;i&gt;Peacemaker&lt;/i&gt;,
intended for Israeli and Palestinean students.&amp;nbsp; People on either side
of the conflict tend to assume that the whole thing will go away if the
guys on the other side just stop being jerks.&amp;nbsp; Then the students get in
the game and start working on solutions, and they discover that what
they thought was simple is actually unbelievably complex.&amp;nbsp; So it
elevated their point of view on the conflict. &lt;/span&gt;&lt;/font&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;br /&gt;In your mind, what's the most exciting work being done in line with the ideas from your DICE presentation? &lt;br /&gt;&lt;/b&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;I like cool entertainment experiences that make people's lives better.&lt;/span&gt;&lt;/font&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;&amp;nbsp; Some of the charity-based ones are really interesting, and can even be meaningful and important.&amp;nbsp; Looking forward, &lt;/span&gt;&lt;/font&gt;I'm
really excited to see it incorporated in theme park experiences.&amp;nbsp; You
don't really see interactive vacations, and I think there's a lot that
can be done there.&amp;nbsp; &lt;/span&gt;&lt;/font&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/b&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;But
many of the attempts out there are boring.&amp;nbsp; There's a glut of
self-improvement games that are just flops and failures.&amp;nbsp; Most of them
don't really get the idea of rewards.&amp;nbsp; There's a great book called &lt;/span&gt;&lt;/font&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;"Punished
by Rewards" that I encourage everyone trying this to read.&amp;nbsp; We have
30-40 years of psychological research proving that if you bribe someone
to do something, people will come to despise doing that thing.&amp;nbsp; Why?&amp;nbsp;
Because of the tricky nature of freedom: when someone pays you to do
something, you're not doing it for the intrinsic benefit anymore.&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/font&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt; An awful lot of things that will fall into that trap. &lt;/span&gt;&lt;/font&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You've been critical of Foursquare in the past.&amp;nbsp; Do you take issue with its execution?&lt;br /&gt;&lt;/b&gt;No,
I think that Foursquare is inherently flawed.&amp;nbsp; The challenge curve is
messed up.&amp;nbsp; It's very similar to Tamagotchi, and it'll probably will
have a lifespan similar to the Tamagotchi.&amp;nbsp; The game as it stands
requires no skill.&amp;nbsp; It also doesn't fit conveniently into your life;
you have to fit your life into it.&amp;nbsp; So if you're in random places at
random times, you're going to lose at Foursquare.&amp;nbsp; You can only win by
engaging in boring repetitive behavior, and it's not fun to actually do
that.&amp;nbsp; You're always rating yourself against the most obsessed people
in the world.&lt;/span&gt;&lt;/font&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;&lt;b&gt;But
wasn't Tamagotchi an important forerunner to other virtual pet games,
like the Sims?&amp;nbsp; Doesn't that show that there's some potential there?&lt;br /&gt;&lt;/b&gt;Tamagotchi
took a simple fantasy, the Sims turned it into an elaborate fantasy.&amp;nbsp;
When you think about it, almost all indoor games have some kind of
fantasy component to them, even simple things like chess and checkers.&amp;nbsp;
Foursquare has no fantasy in it, so there's just not much to expand.&amp;nbsp;
If you take Foursquare and add fantasy, you get larping.&lt;br /&gt;&lt;br style="background-color: rgb(255, 255, 255);" /&gt;&lt;/span&gt;&lt;/font&gt;&lt;b&gt;F&lt;/b&gt;&lt;b style="background-color: rgb(255, 255, 255);"&gt;ifteen years from now, what do you think games are going to be like?&lt;br /&gt;&lt;/b&gt;&lt;font&gt;&lt;span style="background-color: rgb(255, 255, 255);"&gt;The
future of games is going everywhere.&amp;nbsp; They're creeping into every
aspect of our lives.&amp;nbsp; Over the long term, one of the big trends will be
game worlds with many points of entry.&amp;nbsp; You won't only get into World
of Warcraft from the PC, but also from mobile and console systems and
maybe even in your car or in a theme park.&amp;nbsp; I also think that speech,
where you can talk to a game and it can understand and respond to you,
will really change gaming by bringing in real expressive emotion.&lt;/span&gt;&lt;/font&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Thanks so much for your time Jesse.&lt;/b&gt;&lt;br /&gt; 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/0URIJQEUbHU" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/interview_with_jesse_schell/</feedburner:origLink></entry>

<entry>
    <title>Can games bring real social change?</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/KamiByamCMY/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1801" title="Can games bring real social change?" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1801</id>
    
    <published>2010-07-25T22:35:50Z</published>
    <updated>2010-07-25T22:42:27Z</updated>
    
    <summary><![CDATA[I'm thrilled to unveil "Fitter Critters", a video game designed to teach 9-to-12-year-olds healthier eating habits.&nbsp; I developed this game in collaboration with a brilliant team* as an entry to "Apps for Healthy Kids", a contest sponsored by the USDA...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;span class="mt-enclosure mt-enclosure-image" style="display: inline;"&gt;&lt;img alt="Screenshot_02.jpg" src="http://www.rosenfeldmedia.com/books/game-design/Screenshot_02.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="127" height="150" /&gt;&lt;/span&gt;I'm thrilled to unveil "&lt;a href="http://www.appsforhealthykids.com/application-gallery/fitter-critters"&gt;Fitter Critters&lt;/a&gt;", a video game designed to teach 9-to-12-year-olds healthier eating habits.&amp;nbsp; I developed this game in collaboration with a brilliant team* as an entry to "Apps for Healthy Kids", a contest sponsored by the USDA and Michelle Obama's "Let's Move!" campaign.&amp;nbsp; The contest explores the potential for games to bring about meaningful social change, an idea of which I'm a proponent.&lt;br /&gt;&lt;br /&gt;Our game combines principles of user experience design and game design, and plays like a mashup of Farmville, The Sims, and Animal Crossing.&amp;nbsp; It has a strong educational mission (complete with a &lt;a href="http://www.fittercritters.com/guides.html"&gt;unit plan for teachers&lt;/a&gt;) and aims to persuade kids to change the way they eat.&amp;nbsp; Over the next few weeks I'll be periodically blogging about how we built it and the objectives underlying the design.&lt;br /&gt;&lt;br /&gt;In the meantime, please feel free to give it a try; I'd love to get your feedback.&amp;nbsp; If you find it interesting and enjoyable, consider giving it your vote on the contest website!&amp;nbsp; You can access the game at:&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; * &lt;a href="http://www.appsforhealthykids.com/application-gallery/fitter-critters"&gt;http://www.appsforhealthykids.com/application-gallery/fitter-critters&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Have fun!&lt;br /&gt;&lt;br /&gt;* &lt;i&gt;I would be terribly remiss if I didn't express my deep appreciation to Andrew Karetas, Bri Lance, Jim Chiponis, and Amanda Ferrara for their work developing the game.&lt;/i&gt; 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/KamiByamCMY" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/can_games_bring_real_social_ch/</feedburner:origLink></entry>

<entry>
    <title>Discussing the PlayStation Move with Sony's Dr. Richard Marks</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/3nnIT4WPp1I/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1765" title="Discussing the PlayStation Move with Sony's Dr. Richard Marks" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1765</id>
    
    <published>2010-04-29T02:17:59Z</published>
    <updated>2010-04-29T02:36:31Z</updated>
    
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    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
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&lt;![endif]--&gt;&lt;span class="mt-enclosure mt-enclosure-image" style="display: inline;"&gt;&lt;img alt="PlayStation Move Controller" src="http://www.rosenfeldmedia.com/books/game-design/MC_with%20hand_left_light%20on_sm.jpg" class="mt-image-right" style="margin: 0pt 0pt 20px 20px; float: right;" width="200" height="158" /&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; color: black;"&gt;&lt;/span&gt;Sony's about to take a huge leap forward in motion control.&amp;nbsp; This fall it will roll out the PlayStation Move, a wand-shaped motion controller that works in conjunction with a video camera (PlayStation Eye) tracking its position in space.&amp;nbsp; The result is a highly precise, richly functional, and broadly accessible platform for human-computer interaction on PlayStation 3 (&lt;a href="http://gdc.gamespot.com/story/6253204/ps3-motion-controller-qanda"&gt;a great demo video is available here&lt;/a&gt;).&amp;nbsp; The new device builds upon on ten years of research that also produced the EyeToy, an earlier motion control product that used only a video camera.&amp;nbsp; I recently spoke with the inventor of both products, Dr. Richard Marks, Senior Researcher at Sony Computer Entertainment.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Would you call yourself a user interface designer?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Yes, although it's taken me a long time to describe myself in those terms.&amp;nbsp; Traditionally I identified myself as an engineer or programmer.&amp;nbsp; And anyway, I would describe it more as a user experience designer.&amp;nbsp; My job is to come up with new experiences and see how they can be made into reality.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;What does your team do at Sony?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Our charter is two-fold: To improve the existing experience, and to grow the entire market.&amp;nbsp; That's not necessarily just your share; we also want to bring in people who don't traditionally play games.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;What are some of the challenges of bringing in people who haven't played a lot of games in the past?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A lot of people are intimidated by the controllers on modern game consoles, which in PlayStation 3's case has two analog sticks and fifteen buttons.&amp;nbsp; You think about the old Atari 2600, which had just one stick and one button, and that made it accessible to a lot of people.&amp;nbsp; Fifteen is a whole lot more, and the average person who isn't a gamer feels like they can't possibly compete and don't even want to try.&amp;nbsp; Many people also don't have super-fine physical dexterity and it's difficult for them to move a very small amount, as required by many games.&amp;nbsp; So while we find that the medium of video games appeals to a lot of these people, they're just not very good at interacting in it.&lt;br /&gt;&lt;br /&gt;That's one of the great advantages of motion control.&amp;nbsp; Back in 2001 we made a demo with a camera tracking colored ball on a stick, and onscreen it projected a character over the ball.&amp;nbsp; I had my 3-year-old son try it out, and he instantly understood that wherever you move the stick the character would also move.&amp;nbsp;&amp;nbsp; Even a 3-year-old can understand that, while using a controller or joystick to do the same thing would be completely beyond him.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;What were some of the lessons you learned from your experience developing the EyeToy?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="mt-enclosure mt-enclosure-image" style="display: inline;"&gt;&lt;img alt="EyeToy camera" src="http://www.rosenfeldmedia.com/books/game-design/eyty_camera_right-down_sm.jpg" class="mt-image-left" style="margin: 0pt 20px 20px 0pt; float: left;" width="200" height="154" /&gt;&lt;/span&gt;Something that was lost with EyeToy was a sense of accuracy.&amp;nbsp; Once in a while you want that.&amp;nbsp; The EyeToy could only register broad, coarse body movements, and its reliability would vary with the lighting conditions in the room.&amp;nbsp; So the Move has a glowing sphere on the end of it, which the camera can track to within a tenth of a pixel.&amp;nbsp;&amp;nbsp; The PS3 system knows exactly where the PlayStation Move controller is in the room with great accuracy.&lt;br /&gt;&lt;br /&gt;One of the mantras of the EyeToy was that there were no buttons.&amp;nbsp; We could have had people using the PlayStation 2 controllers with the games, but instead we chose to just rely upon the person's physical movement in the room.&amp;nbsp; I think that was a good discipline for us to work within and resulted in some really unique game experiences, but we came to realize that it went too far.&amp;nbsp; It was very difficult to do things like navigating menus.&amp;nbsp; You could only do that by waving your hands repeatedly over menu items to select them, then wave at another message to confirm that was really what you wanted to select.&amp;nbsp; And while it was neat that you could work that way, it wasn't a great interface.&amp;nbsp; A button is very fast, very reliable, and very abstract -- you can map it to anything you want.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tell me about the physical design of the Move controller. &lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Well it's different from the Wii, which used a remote control paradigm.&amp;nbsp; With the Move, it'll be more like you're holding a physical object that has a handle.&amp;nbsp; It's designed so that it tapers in the middle then flares back out at the base, kind of like an axe handle.&amp;nbsp; That creates an ergonomic advantage as well, because a smaller hand will naturally grip it at the thinner point while a larger hand will grip it further down, and in both cases that positions the thumb right above the button.&lt;br /&gt;&lt;br /&gt;There's also an analog button on the back that's called the "T-button" and is used in some games like a trigger, but I prefer to think of it as a squeezer.&amp;nbsp; It has a fairly long throw so you can control something really well just by squeezing, and that makes it feel very natural for grabbing and manipulating objects.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Do you think that a device like the Move has applicability beyond gaming?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Definitely.&amp;nbsp; One of our favorite uses for the Move besides gaming is creating user-generated content.&amp;nbsp; Just as a creation tool, it provides a lot more capability than anything we ever had before.&amp;nbsp; We actually wrote a driver to send the data from the PS3 to a PC so our artists could use it in Maya, which is an animation suite they use to design games.&amp;nbsp; Often in Maya you have to move things around and look at them from different angles and distances, which normally takes expert knowledge to understand the indirect controls.&amp;nbsp; Using the Move, it's amazing how fast you can operate it.&amp;nbsp; People are surprisingly good at positioning two controllers relative to one another.&amp;nbsp; You can carve, extrude, lathe, grab points in a wire mesh -- it all feels very natural.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Fifteen years from now, how do you think people will be interacting with computers?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;That's such a difficult question.&amp;nbsp; A lot of people say we'll be controlling computers just through brainwaves in the future, but I don't really believe that.&amp;nbsp; In my opinion, people want to use both their bodies and their brains.&amp;nbsp; There's a somatic gratification you get when your whole body is involved in an interaction.&amp;nbsp; Playing the drums in Rock Band is really gratifying, because your body's really taking part in it.&amp;nbsp; That's also a big part of the appeal behind touchscreens, because touching something directly is more gratifying than just clicking a mouse.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;I think the future is in interfaces that people enjoy using more.&amp;nbsp; Where the mechanic is fun, or if not fun at least pleasing.&amp;nbsp; Things have actually been going that way for a while, when you think about it.&amp;nbsp; PC gaming, where you have to sit rigidly at a desk, has become less popular than console gaming, where you're reclined and relaxed. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Thanks so much for your time.&lt;/b&gt;&lt;br /&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; color: black;"&gt;&lt;/span&gt;&lt;span style="font-size: 10pt; font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; color: black;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;div&gt;&lt;br /&gt;&lt;/div&gt;
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/3nnIT4WPp1I" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/discussing_the_playstation_mov/</feedburner:origLink></entry>

<entry>
    <title>Send your questions about the PlayStation Move</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/mndU0LABuuk/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1762" title="Send your questions about the PlayStation Move" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1762</id>
    
    <published>2010-04-16T11:59:45Z</published>
    <updated>2010-04-16T12:00:28Z</updated>
    
    <summary><![CDATA[Next week I'll be interviewing Dr. Richard Marks, Sony's R&amp;D manager of special projects, who developed the EyeToy, PS Eye, and PlayStation Move peripherals.&nbsp; If you're not familiar with the Move, it's a motion controller that uses a video camera...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;p&gt;Next week I'll be interviewing Dr. Richard Marks, Sony's R&amp;amp;D
manager of special projects, who developed the EyeToy, PS Eye, and
PlayStation Move peripherals.&amp;nbsp; If you're not familiar with the Move,
it's a motion controller that uses a video camera to track a wand held
by the player, creating a high-precision input device.&amp;nbsp; A video demo &lt;a mce_href="http://gdc.gamespot.com/story/6253204/ps3-motion-controller-qanda" href="http://gdc.gamespot.com/story/6253204/ps3-motion-controller-qanda"&gt;is available here&lt;/a&gt;.&lt;br /&gt;
&lt;/p&gt;In the interview, we'll be discussing the process of developing
entirely new models of user input and the applicability of innovations
in game design to conventional interfaces.&amp;nbsp; If you have specific
questions along those lines, please do send them them as comments to
this post. 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/mndU0LABuuk" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/send_your_questions_about_the/</feedburner:origLink></entry>

<entry>
    <title>Gamepocalypse Now</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/ObTxaNgKMtQ/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1759" title="Gamepocalypse Now" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1759</id>
    
    <published>2010-04-11T20:46:27Z</published>
    <updated>2010-04-11T20:46:59Z</updated>
    
    <summary><![CDATA[Jesse Schell, author of "The Art of Game Design", has started a blog to expand on the themes of his February presentation at the DICE Summit.&nbsp; In that talk, he predicted that sometime soon game mechanics will become integrated into...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        Jesse Schell, author of "The Art of Game Design", &lt;a title="Link to Jesse Schell's blog" href="http://gamepocalypsenow.blogspot.com/" mce_href="http://gamepocalypsenow.blogspot.com/" target="_blank"&gt;has started a blog&lt;/a&gt;
to expand on the themes of his February presentation at the DICE
Summit.&amp;nbsp; In that talk, he predicted that sometime soon game mechanics
will become integrated into all sorts of mundane everyday activities.&amp;nbsp;
He expects that governments, corporations, and other organizations will
discover power of&amp;nbsp; games to shape human behavior.&amp;nbsp; He's taken to
referring to this as the "Gamepocalypse" (and occasionally "Brave New
World"). 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/ObTxaNgKMtQ" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/gamepocalypse_now/</feedburner:origLink></entry>

<entry>
    <title>The classroom as a game</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/bZyR2q1PmW8/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1757" title="The classroom as a game" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1757</id>
    
    <published>2010-03-28T22:59:36Z</published>
    <updated>2010-03-28T23:00:38Z</updated>
    
    <summary><![CDATA[Lee Sheldon teaches game design at Indiana University.&nbsp; His methods are a bit unconventional.&nbsp; His class on building massively multiplayer online games is itself structured like an MMO.&nbsp; Students work in teams called "guilds", grades are awarded with experience points,...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;p&gt;Lee Sheldon teaches game design at Indiana University.&amp;nbsp; His methods
are a bit unconventional.&amp;nbsp; His class on building massively multiplayer
online games is itself structured like an MMO.&amp;nbsp; Students work in teams
called "guilds", grades are awarded with experience points, and exams
are boss fights that guilds work together to complete.&amp;nbsp; He's recently
started &lt;a title="Link to Lee Sheldon's blog" href="http://gamingtheclassroom.wordpress.com/" mce_href="http://gamingtheclassroom.wordpress.com/"&gt;a blog on the class&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;One of the themes I've been developing is that many things we do in
everyday life are indistinguishable from games, but we're just not used
to thinking of them that way.&amp;nbsp; There's real value in that insight,
because interfaces that cater to those activities can benefit from the
same design principles that make games so compelling.&lt;/p&gt; 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/bZyR2q1PmW8" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/the_classroom_as_a_game/</feedburner:origLink></entry>

<entry>
    <title>And the Nobel prize for video games goes to...</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/-5PE9O9aHw4/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1752" title="And the Nobel prize for video games goes to..." />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1752</id>
    
    <published>2010-03-21T20:28:28Z</published>
    <updated>2010-03-21T20:29:38Z</updated>
    
    <summary><![CDATA[One of the most interesting practical applications of video game design I've come across is FoldIt, a project out of the University of Washington that has game players folding chains of proteins.&nbsp; It's actually a lot more awesome than it...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;p&gt;One of the most interesting practical applications of video game design I've come across is &lt;a href="http://fold.it/" mce_href="http://fold.it"&gt;FoldIt&lt;/a&gt;,
a project out of the University of Washington that has game players
folding chains of proteins.&amp;nbsp; It's actually a lot more awesome than it
sounds.&lt;/p&gt;
&lt;p&gt;Biochemistry is hard.&amp;nbsp; Protein molecules grow to extraordinary
lengths, and can be folded into a dizzying variety of different shapes
following a set of basic rules.&amp;nbsp; And a single protein can have
completely different effects depending upon the way it's folded.&amp;nbsp; Fold
one protein this way and you have a normal part of the human body; fold
it that way and you've got mad cow disease.&amp;nbsp; Unraveling the complicated
effects of different protein shapes is an extremely important area of
inquiry in modern biochemistry.&lt;/p&gt;
&lt;p&gt;A rules-based problem with countless numbers of possible solutions?&amp;nbsp;
On the surface it sounds like a job for SUPERCOMPUTER!&amp;nbsp; It's not.&amp;nbsp;
Computers certainly provide vital support through modeling complicated
protein structures in real time, but it turns out that they're not
especially good at figuring out how to twist protein chains into new
shapes that obey all of the rules.&amp;nbsp; I recently spoke with Seth Cooper,
one of the developers of FoldIt, who told me that left on its own a
computer "just kind of flails around, trying random moves to get the
pieces to fit together."&amp;nbsp; Since there are so many possible combinations
to run through, this sort of brute force approach gets results very
slowly.&lt;/p&gt;
&lt;p&gt;On the other hand, human intuition can recognize patterns and
anticipate strategies that are lost on machines.&amp;nbsp; But human beings come
with their own set of problems -- in particular, you need to give them
a reason to do something.&amp;nbsp; &lt;a href="http://playfuldesign.ning.com/profiles/blogs/interview-luis-von-ahn-creator" mce_href="http://playfuldesign.ning.com/profiles/blogs/interview-luis-von-ahn-creator"&gt;As Luis Von Ahn pointed out&lt;/a&gt;,
you can motivate people with material things like money or goods -- but
inexpensive and intangible things like recognition, praise, and social
credit can often be just as effective.&lt;/p&gt;
&lt;p&gt;And that's why the designers of Fold.it decided to make their
human-guided protein folding interface into a video game.&amp;nbsp; Making
progress gets you points, points get you onto leaderboards, and
leaderboards give you recognition.&amp;nbsp; This simple formula has been
sufficient to get tens of thousands of players to volunteer their time
to a science which, in many cases, they have no background.&amp;nbsp; Though it
must be pointed out that it's at least conceivable that a by playing
this game, you could actually win a Nobel prize.&lt;/p&gt; 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/-5PE9O9aHw4" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/and_the_nobel_prize_for_video/</feedburner:origLink></entry>

<entry>
    <title>White House launches games for health initiative</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/UGManEMX9FM/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1748" title="White House launches games for health initiative" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1748</id>
    
    <published>2010-03-14T21:45:34Z</published>
    <updated>2010-03-14T21:47:00Z</updated>
    
    <summary><![CDATA[Can video games get kids to go easy on the Lucky Charms?&nbsp; The Obama administration thinks they might be able to. In a letter to attendees of the annual Game Developers' Conference last week, Michelle Obama issued a challenge to...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;p&gt;Can video games get kids to go easy on the Lucky Charms?&amp;nbsp; The Obama administration thinks they might be able to.&lt;/p&gt;
&lt;p&gt;In a letter to attendees of the annual Game Developers' Conference last week, &lt;a target="_blank" title="Read Michelle Obama's letter to GDC" mce_href="http://www.gdconf.com/pdf/whitehouse/FLOTUS%20letter.pdf" href="http://www.gdconf.com/pdf/whitehouse/FLOTUS%20letter.pdf"&gt;Michelle Obama issued a challenge&lt;/a&gt;
to develop games that would educate kids about eating better and living
healthier lives.&amp;nbsp; Prize money will be awarded to the best entrants, as
judged by a panel including Zynga's Mark Pincus and professional TV
dancer Steve Wozniak.&lt;/p&gt;
&lt;p&gt;Can this work?&amp;nbsp; I absolutely believe it can, but I'm more concerned that it might not.&amp;nbsp; Let me explain.&lt;/p&gt;
&lt;p&gt;On the one hand, I fully believe that games can be used to bring
about change in people.&amp;nbsp; In his speech at the DICE summit, game
designer Jesse Schell proposed games to get people to do anything from
brushing their teeth more often to helping their kids with their
homework.&amp;nbsp; Popular games like WiiFit and Brain Age improbably get
people to exercise their bodies and minds.&amp;nbsp; Games are intimately tied
to motivation, and can be powerfully persuasive ways to get people to
do something or adopt a certain point of view.&lt;/p&gt;
&lt;p&gt;On the other hand, I'm concerned that this competition (itself a
motivational game!) might not be structured to elicit the best
solutions.&amp;nbsp; To be successful, a game must first and foremost be a
game.&amp;nbsp; If an educational mission (however noble) supersedes the
gameplay, the experience can become heavy-handed and unenjoyable. &amp;nbsp; I
think there's a danger here that the prize competition could reward
entrants that most conspicuously promote the healthy eating idea,
rather than those that really engage the player.&amp;nbsp; A game can't
influence people if no one actually wants to play it -- call it "The
Bible Game" problem.&lt;/p&gt;
&lt;p&gt;But still, the White House is is doing something really significant
by endorsing the idea that games can achieve real-world objectives.&amp;nbsp; I
think that's a sign of shifting expectations about the role games have
to play in all of our lives.&lt;/p&gt; 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/UGManEMX9FM" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/white_house_launches_games_for/</feedburner:origLink></entry>

<entry>
    <title>Interview with Dennis Crowley, Founder, foursquare</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/SBsrx_wGp24/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1745" title="Interview with Dennis Crowley, Founder, foursquare" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1745</id>
    
    <published>2010-03-07T21:34:45Z</published>
    <updated>2010-03-07T21:35:50Z</updated>
    
    <summary><![CDATA[foursquare is a mobile networking application that broadcasts when users check in to various locations around a city.&nbsp; People can see which friends are nearby, and drop in to join them.&nbsp; One of the things that makes foursquare really unique...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;p&gt;foursquare is a mobile networking application that broadcasts when
users check in to various locations around a city.&amp;nbsp; People can see
which friends are nearby, and drop in to join them.&amp;nbsp; One of the things
that makes foursquare really unique is its use of game mechanics.&amp;nbsp; It
awards users badges for accomplishing goals like going out several
nights in one week, or visiting a gym a certain number of times.&amp;nbsp; The
people who check in a given location most frequently can be crowned its
Mayor, inviting other players to seize the title.&amp;nbsp; The formula has
generated a lot of interest, and in less than year since launch
foursquare has grown to broadcast 1.5 million checkins a week.&lt;br /&gt;
&lt;br /&gt;
I recently spoke with Dennis Crowley, foursquare's founder, about the incorporation of game components into its design.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Q: How would you describe foursquare?&lt;br /&gt;&lt;/strong&gt;A: It's
something that makes cities easier to use and explore.&amp;nbsp; It's a mashup
of friend finders with city guides to locate interesting places, with a
layer of game mechanics to incentivize you to explore the city in ways
you otherwise wouldn't.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Q: Why put a game into foursquare, rather than just presenting it as a straightforward UI?&lt;br /&gt;&lt;/strong&gt;A:
A number of years ago I helped create Dodgeball, which was one of the
earliest friend finders.&amp;nbsp; It worked via SMS, so you would just text
where you were and Dodgeball would parse it, recognize location data in
the message, and send it to your friends.&amp;nbsp; One of the things we
discovered from that experience was that it was only interesting when
you have a good number of friends who are also using Dodgeball.&amp;nbsp; But
until that happens, how do you get people to use it?&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
In foursquare the game adds interest single-user experience, because
when you check into places you can start earning badges and mayorships
right away.&amp;nbsp; For first time-users, that's very important.&amp;nbsp; It changed
the reason to check in.&amp;nbsp; Then people ultimately discover the core
application as they start to find their friends, restaurant reviews,
and so forth.&amp;nbsp; By that point, the game mechanic is intended to be
secondary to that experience.&amp;nbsp; &lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;Q: Do you think some people are turned off by the presence of game elements in an interface?&lt;/strong&gt;&lt;br /&gt;
A: There are people who say they don't take it seriously.&amp;nbsp; But people
don't really object to the game mechanics.&amp;nbsp; When someone does feel
turned off, it's more often about the competitive elements.&amp;nbsp; Incentives
like leaderboards don't appeal to everyone.&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;Q: How was foursquare received when it first went up?&lt;/strong&gt;&lt;br /&gt;
A: We launched it at the SxSW conference in March of 2009 as something
you could play while you were attending and use to socialize with other
people.&amp;nbsp; It was a really big gamble because we knew it was either going
to be really good, or people would be laughing at us.&amp;nbsp; That initial
version was very game-heavy.&amp;nbsp; You would get badges for doing things
like traveling 25 miles out of the city, or for attending the first
panel in the morning.&amp;nbsp; As it turned out, it went over really big at the
conference.&amp;nbsp; Then the attendees traveled back to their respective
cities to find there were more badges waiting for them there, and they
continued playing it.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Q: What influenced the design of foursquare?&lt;/strong&gt;&lt;br /&gt;
A: Legend of Zelda was an inspiration.&amp;nbsp; You know how when you're out on
a mission and you find something like the boomerang, and you get
totally psyched?&amp;nbsp; I loved that feeling when I was 8, and I loved it
when I was 28.&amp;nbsp; So why not make a real-life challenge where an everyday
serendipitous experience can feel like uncovering the boomerang in
Zelda?&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
I don't know if you're a Harry Potter guy, but I also thought of
foursquare as a cross between the marauder's map and the Weasley
clock.&amp;nbsp; That idea of always having a map in front of you showing where
everyone is really appealed to me.&lt;br /&gt;
&lt;br /&gt;
It was also hugely inspired by Nike+, which connects your iPod to your
sneakers and tracks your workout.&amp;nbsp; It also connected to leaderboards
where you could track yourself against your friends and set up
challenges with them.&amp;nbsp; That becomes a motivator to get out of bed in
the morning and go running in the rain.&amp;nbsp; That's very powerful, and we
thought well hey, what if you could get people to go to restaurants, or
to movies, or to explore different neighborhoods?&lt;br /&gt;
&lt;br /&gt;
I also just really love the whole idea of the quantified self, of
tracking everything that you do every day and turning it into numbers.&amp;nbsp;
You can make it so that everything you do in life creates points.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Q: Have you contemplated the applicability of game design to conventional user interfaces more broadly?&lt;/strong&gt;&lt;br /&gt;
A: Designers are starting to realize that they can use game mechanics
to get users to do things they wouldn't do otherwise.&amp;nbsp; You could make a
game out of seeing all of the Oscar-nominated movies before the awards,
or seeing all of the bands your friends have recommended to you.&lt;br /&gt;
&lt;br /&gt;
Of course those things are kind of trivial, but there are other things
you could get people to do that become borderline important.&amp;nbsp; You can
use games to make people more rounded individuals, encourage them to
volunteer more, get them going to the gym, or feel better about
themselves.&amp;nbsp; This year you've read x amount more than you did last
year.&amp;nbsp; Imagine if Nike+ placed powerups all over the city where you
live, and you had to run over them to pick them up.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
One thing I really liked about Jesse Schell's presentation at the DICE
Summit is that he's nailed the idea of redemptions.&amp;nbsp; Your daughter got
an A in her class?&amp;nbsp; Well that's worth 1000 points for each of you, and
you can turn that into Obama bucks for a tax credit.&amp;nbsp; Maybe something
else you do could earn you a voucher that gets you into a club, or gets
you a free movie ticket.&amp;nbsp; That's a huge idea.&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;Thanks so much for your time, I wish you continued success with foursquare.&lt;/strong&gt;&lt;/p&gt; 
        
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<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/interview_with_dennis_crowley/</feedburner:origLink></entry>

<entry>
    <title>Send your questions for foursquare</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/5gZZCXUj6wI/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1744" title="Send your questions for foursquare" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1744</id>
    
    <published>2010-02-25T04:54:10Z</published>
    <updated>2010-02-25T04:57:36Z</updated>
    
    <summary><![CDATA[This weekend I'll be interviewing Dennis Crowley, creator of foursquare.&nbsp; We'll be discussing the decision to design what could have been a conventional UI as a game-based experience.&nbsp; If you have questions you'd like me to ask, please post them...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        This weekend I'll be interviewing Dennis Crowley, creator of foursquare.&amp;nbsp; We'll be discussing the decision to design what could have been a conventional UI as a game-based experience.&amp;nbsp; If you have questions you'd like me to ask, please post them as comments to this blog. 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/5gZZCXUj6wI" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/send_your_questions_for_foursq/</feedburner:origLink></entry>

<entry>
    <title>Defining games (the cheapo way)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/vBUlxRm8ejs/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1741" title="Defining games (the cheapo way)" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1741</id>
    
    <published>2010-02-21T23:00:40Z</published>
    <updated>2010-02-21T23:04:53Z</updated>
    
    <summary><![CDATA[Many books on game design have a chapter, usually early on, that wrestles with putting a definition to the term "game".&nbsp; Since that's something for which we all have a pretty intuitive sense, it's surprising how broadly our definitions of...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        Many books on game design have a chapter, usually early on, that
wrestles with putting a definition to the term "game".&amp;nbsp; Since that's
something for which we all have a pretty intuitive sense, it's
surprising how broadly our definitions of it can diverge.&amp;nbsp; Try it!&amp;nbsp;
You'll find it's pretty difficult to come up with that ideal string of
words that are true for everything we call a game, but which also
clearly exclude those things that aren't games.&amp;nbsp; For example, you might
say:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;"A
game is a fun activity."&amp;nbsp; Hmm, well I've been to parties that were fun
activities but that weren't games.&amp;nbsp; I've also played some games that
weren't fun.&amp;nbsp; When I was in fourth grade all of the boys in my class
would spend recess simulating pro-wrestling matches, which I personally
found to be just plain painful.&amp;nbsp; But I'd have to admit that the
shortage of fun didn't stop it from being a game.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;"A game is a
rules-based form of play."&amp;nbsp; It's certainly true that all games have
rules, no argument there.&amp;nbsp; But so do computer programming languages,
highways, and sessions of Congress.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;"A game is a frivolous
diversion from the real world."&amp;nbsp; No, that can't be right.&amp;nbsp; Militaries
stage games to simulate conditions of war, which is about as far as you
can get from a frivolous pursuit.&amp;nbsp; A blackjack table is a game, but
since the players are putting up real money it can have very tangible
impact in the real world.&lt;/li&gt;&lt;/ul&gt;I think the difficulty stems
from impulse to tackle the problem using a straighforward Webster's /
OED approach, which only works until you find one example to the
contrary.&amp;nbsp; I vow never to try to do that.&amp;nbsp; Instead, it's a little
easier to describe the characteristics that, taken together, comprise a
gameplay experience (sort of a cheapo approach).&amp;nbsp; In the past, I've
found some success with these three characteristics of all games:&lt;br /&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;b&gt;Static objectives.&lt;/b&gt;&amp;nbsp; One or more explicit, measurable conditions that all players are trying to reach.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Environmental constraints.&amp;nbsp;&lt;/b&gt; The things and places that enable play.&amp;nbsp;
Think of cards, dice, checkerboards, and football fields.&amp;nbsp; These set
hard limits on what people can do: a deck of cards only has four aces,
no matter how much you might need a fifth one.&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Formal
constraints.&lt;/b&gt;&amp;nbsp; AKA, the rules.&amp;nbsp; These are the intangible limits on what
people can do.&amp;nbsp; There's nothing that keeps the players following these
constraints, except for the fact that they all agreed they would.&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;That's
it.&amp;nbsp; Those three things are true of any game under the sun.&amp;nbsp; Also,
anything where those three characteristics are present must necessarily
be a game.&amp;nbsp; You'll notice that makes it a pretty expansive way of
thinking about games, and the characteristics could easily encompass
things we wouldn't normally identify as games.&amp;nbsp; Education, financial
planning, and even work would be caught in a net that wide.&amp;nbsp; That's by
design!&amp;nbsp; I really believe that many mundane, everyday experiences can
be understood as games, even if we're not used to thinking of them that
way.&amp;nbsp; And in turn, they can benefit from the elements of design that
make games compelling and enjoyable.&lt;br /&gt;&lt;br /&gt;Jesse Schell (who wrote a
fantastic book called "The Art of Game Design") gave &lt;a href="http://g4tv.com/videos/44277/DICE-2010-Design-Outside-the-Box-Presentation/"&gt;a very
future-looking presentation&lt;/a&gt;
at the DICE Summit in Las Vegas last week, where he suggested
integrating game design into the littlest things people do every day.&amp;nbsp;
Brushing your teeth.&amp;nbsp; Eating breakfast cereal.&amp;nbsp; Riding the bus.&amp;nbsp;
Reading a book.&amp;nbsp; He suggests that all of these things can be detected
through sensors and engineered to earn you points, achievements, or tax
credits.&amp;nbsp; Absurd?&amp;nbsp; You bet.&amp;nbsp; Schell's deliberately overshooting the
mark to invite us to stretch our imaginations beyond the traditional,
limiting definitions of "game".&amp;nbsp; Somewhere short of remote toothbrush
surveillance is a much more compelling way to do Quicken, Outlook, or
Craigslist.&lt;br /&gt;&lt;br /&gt;If Schell's proposals seem absurd, it's more because
we're unaccustomed to them than because of any real-world barriers to
actually bringing them to fruition.&lt;br /&gt; 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/vBUlxRm8ejs" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/defining_games_the_cheapo_way/</feedburner:origLink></entry>

<entry>
    <title>Hunting for coupons at Old Navy</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/aKddY3adIlI/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1739" title="Hunting for coupons at Old Navy" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1739</id>
    
    <published>2010-02-15T18:57:48Z</published>
    <updated>2010-02-15T18:59:49Z</updated>
    
    <summary><![CDATA[Game experiences are slowly creeping into regular old user interfaces.&nbsp; A great example is OldNavyWeekly.com.&nbsp; On the surface level it serves as a normal circular, announcing big sales on the hip clothes.&nbsp; But it also prominently prompts users to "Click...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        Game experiences are slowly creeping into regular old user interfaces.&amp;nbsp;
A great example is &lt;a href="http://www.oldnavyweekly.com/"&gt;OldNavyWeekly.com&lt;/a&gt;.&amp;nbsp; On the surface level it serves
as a normal circular, announcing big sales on the hip clothes.&amp;nbsp; But it
also prominently prompts users to "Click around to find hidden in-store
coupons", playing as a kind of easter egg hunt.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;In some cases
you need to drag items from one outfit to another, like a pair of shoes
or a heart imprint.&amp;nbsp; In others you need to click a character that
appears briefly onscreen, like a baby chick who periodically runs out
of a basket (and it's actually really hard to catch the little
bastard).&amp;nbsp; For each find, you're rewarded with a coupon to print and
bring to the store -- but you can only keep one, so in each case you
need to decide whether it's a better deal than the one you already have.&lt;br /&gt;&lt;br /&gt;Now
of course this goes against the must fundamental, ingrained tenets of
usable design, like making sure that users can easily find the things
they want to find.&amp;nbsp; So can this really be a good thing?&amp;nbsp; I'd suggest
that there may actually be a few ways that a game such as this one can
be helpful to the retailer:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;It couples the coupons with a sense of achievement.&lt;/b&gt;&amp;nbsp;
You had to invest effort and ingenuity to get that coupon, dammit, and
that investment won't be fulfilled until you make use of it.&amp;nbsp; If you
don't, then the time you spent working on it could only be seen as time
wasted.&amp;nbsp; The more difficult the challenge, the greater the sense of
obligation.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;It commands greater attention.&lt;/b&gt;&amp;nbsp; Games require
active, participative engagement in the experience.&amp;nbsp; Since anything
onscreen could be a trigger, the user has to pay more careful attention
everything.&amp;nbsp; Eyeballs are good, but attentive eyeballs are much more
likely to respond to ads.&amp;nbsp; The game also also encourages repeated
visits as it's redone each week.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;It encourages free peer-to-peer advertising.&lt;/b&gt;&amp;nbsp;
You also have the option to gift one coupon to a friend via Facebook.&amp;nbsp;
That's great for Old Navy, because it comes with an implicit
endorsement from a trusted friend.&amp;nbsp; If it was worth sending, then the
person receiving it must read it as saying "This is a great deal, you
should check it out".&lt;br /&gt;&lt;br /&gt;&lt;b&gt;It invites users to think of themselves differently.&lt;/b&gt;&amp;nbsp;
Web users are often cast like the audience of TV or magazines, who use
or consume information at the end of its journey and after it's fully
formed.&amp;nbsp; People playing a game, on the other hand, join in making the
experience.&amp;nbsp; This invites users to think of themselves as belonging to
in-group, with a role to play as a part of the Old Navy brand.&lt;br /&gt;&lt;br /&gt;I'm
going to try to make contact with the site's designers, to ask them
about the intention underlying the game approach and how well it's
worked for them.&amp;nbsp; If you have any questions you'd like to me to ask
them, please feel free to add comments to this post. 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/aKddY3adIlI" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/hunting_for_coupons_at_old_nav/</feedburner:origLink></entry>

<entry>
    <title>Interview with Stone Librande, Lead Designer at Maxis</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/game-design/~3/SSkXBzLDbvQ/" />
    <link rel="service.edit" type="application/atom+xml" href="http://www.rosenfeldmedia.com/cms-mt/mt-atom.cgi/weblog/blog_id=21/entry_id=1729" title="Interview with Stone Librande, Lead Designer at Maxis" />
    <id>tag:www.rosenfeldmedia.com,2010:/books/game-design//21.1729</id>
    
    <published>2010-02-05T02:31:53Z</published>
    <updated>2010-02-05T02:39:37Z</updated>
    
    <summary><![CDATA[I recently spoke with Stone Librande, who has worked as a designer on games including "Spore" and "Diablo III".&nbsp; Stone also leads an annual design workshop at the Game Developers' Conference and teaches a college course in game design.&nbsp; We...]]></summary>
    <author>
        <name>John Ferrara</name>
        
    </author>
    
        <category term="Blog" />
    
    <content type="html" xml:lang="en" xml:base="http://www.rosenfeldmedia.com/books/game-design/">
        &lt;b&gt;I recently spoke with Stone Librande, who has worked as a designer
on games including "Spore" and "Diablo III".&amp;nbsp; Stone also leads an
annual design workshop at the Game Developers' Conference and teaches a
college course in game design.&amp;nbsp; We discussed game design process,
including a method of paper prototyping that UX designers will find
both familiar in concept and new in execution.&lt;br /&gt;&lt;br /&gt;Q: Tell me a bit about your background.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A:
Before I went into gaming I was actually doing a lot of work in user
interface design.&amp;nbsp; I commercialized a technology that parameterized
artwork and allowed users to quickly sift through thousands of drawings
just by pulling sliders mapped to different characteristics.&amp;nbsp; We found
a lot of video game applications for it.&amp;nbsp; Then I took a job managing a
Web design team at a company called MPlayer, which was a social gaming
network that was a little bit ahead of its time.&amp;nbsp; But looking all the
way back to my childhood, game design was always something I was
interested in.&amp;nbsp; Eventually I worked my way into Blizzard and from there
on to Maxis to work on Spore.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Q: How was Spore's game experience created?&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;A:
Well there were really two pieces to that.&amp;nbsp; First, there was a
high-level description from Will Wright.&amp;nbsp; In one case, we were asked to
make a game about cells swimming in a drop of water.&amp;nbsp; &lt;span style="background-color: rgb(255, 255, 255);"&gt;Then
there's the bottom-up design of the game mechanics.&amp;nbsp; An important
consideration in the cell game was creating the right balance of risk
and reward.&amp;nbsp; In any game you don't want it to either be too hard (which
would become frustrating) or too easy (which would make the game
boring).&amp;nbsp; But everyone's different and we wanted Spore to have broad
appeal to both casual players and hardcore gamers.&amp;nbsp; The question is:
How do you make an experience to fit many different tastes?&lt;br /&gt;&lt;br /&gt;One
way we approached that was by giving players opportunities to outfit
their cell creatures with different pieces as they evolve.&amp;nbsp; Novice
players can finish the whole cell experience with just the basic
creature design.&amp;nbsp; You can get by while taking very modest risks, but
you also won't reap great rewards from it.&amp;nbsp; But for hardcore players,
there's an opportunity to really dig into the game by experimenting
with the effects of different pieces.&amp;nbsp; They're invited to take a lot
more risks, and they put themselves in more danger of failing.&amp;nbsp; Since
the traits they pick up in the cell game effect the later stages, those
players who take on a greater challenge can also put themselves at an
advantage and realize a greater reward.&lt;br /&gt;&lt;/span&gt;&lt;b&gt;&lt;br /&gt;Q: How do you guide players' behavior in games?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A:
A lot of those ideas you learned in Psych 101 like reinforcement
schedules are fundamental to game design.&amp;nbsp; People are subject to the
same behavioral influences as pigeons and rats.&amp;nbsp; You can influence the
players' behavior by attaching a meaningful reward to the actions you
want them to take.&amp;nbsp; For example, say you're designing a card game and
you want players to try to collect three 3's.&amp;nbsp; You could force them to
do that by making it the winning condition -- there's your reward.&amp;nbsp; Or
you can make people pursue that same goal less aggressively by saying
that three 3's are worth 3 points, while all other collections of cards
are worth one point.&lt;br /&gt;&lt;br /&gt;The most powerful reward you can give a
player is a social reward.&amp;nbsp; Intrinsic rewards are nice, but adding in a
social component exploits people's basic competitive nature.&amp;nbsp; If
someone else has something that you don't have, you'll work really hard
to obtain it.&amp;nbsp; There's also a element of inclusion, of being part of an
in-group that's tied together by the game experience.&amp;nbsp; &lt;br /&gt;&amp;nbsp; &lt;br /&gt;&lt;b&gt;Q:
You gave a presentation at last year's Game Developers' Conference
about paper prototyping.&amp;nbsp; Tell me about how your method works.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A:
First of all, the paper prototype is not a representation of the actual
game, and it's not intended to be.&amp;nbsp; That's not the purpose.&amp;nbsp; Instead,
the point is to ask and answer one simple question about the game
you're working on.&amp;nbsp; Second, it should be something that you can
experiment with and iterate very quickly.&amp;nbsp; &lt;br /&gt;&lt;br /&gt;So for Spore's cell
game, a key design question was figuring out the various creature parts
that would be available to the player, and how they balance against one
another.&amp;nbsp; So I put together a board game version on paper.&amp;nbsp; [&lt;a href="http://worldwideintertubes.files.wordpress.com/2010/02/cell_prototype_game.gif"&gt;See an image of the game board here.&lt;/a&gt;] I wrote up
a large list of parts and their abilities, going big at first so we
could test a lot of scenarios and then scale it back.&amp;nbsp; Players would
assemble a unique cell creature using different
combinations of eyes, mouths, graspers and tails. The cell pieces have
different game abilities. For instance, tails allow the cell to move
forward and rotate. During the game, each cell would either attempt to
eat the most green food tokens (herbivore victory) or to attack and
kill the opposing cell (carnivore victory).&lt;br /&gt;&lt;br /&gt;We ended up with 12
parts that were given away over the course of the cell game's five
stages.&amp;nbsp; We also defined the other creatures you'd encounter in each of
those stages, ranging from harmless to more difficult as the player
progressed through the game.&amp;nbsp; That output was what made it into the
final game.&amp;nbsp; [&lt;a href="http://worldwideintertubes.files.wordpress.com/2010/02/cell_prototype_output.gif"&gt;See an image of the game output here.&lt;/a&gt;]&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Q: Why do this on paper, when you could model thousands of different scenarios in one go using a computer?&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;A:
I run a workshop teaching this technique at the Game Developer's
Conference, and computers aren't even allowed into the session.&amp;nbsp;
Building&amp;nbsp; prototypes with paper fosters team interaction.&amp;nbsp; As people
work on it, they'll start role-playing and getting into the characters
of the game.&amp;nbsp; They also develop a shared vocabulary for discussing
elements of the game.&amp;nbsp; If you did it with computers, everyone would
just be working on their own and you wouldn't get that kind of
interaction.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Q: What works best prototyped on paper?&lt;/b&gt;&lt;br /&gt;&lt;br style="background-color: rgb(252, 229, 205);" /&gt;A:
You can't represent the full gameplay experience, that's just not
practical.&amp;nbsp; A video game like Spore has a lot of physics and math, and
that just can't be done on paper.&amp;nbsp; Input controllers like mice or
keyboards are also really difficult to simulate.&amp;nbsp; Anything that's too
complex would just be misery to test.&amp;nbsp; Similarly, if a user interface
designer were prototyping the front end for a database, you could show
what the form elements and buttons look like but you couldn't simulate
the return of actual data.&amp;nbsp; That's just too complicated to do.&lt;br /&gt;&lt;br /&gt;That
said, when you really abstract a design problem there's a lot that you
can pull into a non-electronic prototype.&amp;nbsp; In my workshop, I do an
exercise where I have people build prototypes of existing video games.&amp;nbsp;
A few years ago one team decided to try doing Rock Band, and I was
really skeptical that it would work.&amp;nbsp; Surprisingly, they came up with a
game that captured Rock Band's core mechanics.&amp;nbsp; There were five
players, one of whom had a shuffled deck of colored index cards.&amp;nbsp; He
would throw out the cards in sequence, and all of the other players had
to dig through their own cards and throw down matching colors.&amp;nbsp; When
you matched the pattern, the moderator would give you coins.&amp;nbsp; If you
missed, he would take coins away.&amp;nbsp; Players could support one another by
throwing coins to band members who were missing their beats.&amp;nbsp; Even
though there was no music and there were no plastic instruments, the
game really captured the Rock Band feel.&lt;br /&gt;&lt;b&gt;&lt;br /&gt;This is a really amazing method.&amp;nbsp; Thanks so much for taking the time to talk, Stone.&lt;/b&gt; 
        
    &lt;img src="http://feeds.feedburner.com/~r/game-design/~4/SSkXBzLDbvQ" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.rosenfeldmedia.com/books/game-design/blog/interview_with_stone_librande/</feedburner:origLink></entry>

<entry>
    <title>Interview with Mike Ambinder of Valve Software</title>
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    <updated>2010-01-30T05:37:52Z</updated>
    
    <summary><![CDATA[ Valve Software has designed top-selling games including Left 4 Dead, Half-Life, and Team Fortress.&nbsp; I recently spoke with Mike Ambinder, PhD, the company's full-time experimental psychologist, to discuss the professional practices that ensure high-quality game experiences. Q: What's your...]]></summary>
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        <name>John Ferrara</name>
        
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&lt;p &gt;&lt;b&gt;&lt;span style=""&gt;Valve Software has designed top-selling games including Left 4 Dead, Half-Life, and Team Fortress.&amp;nbsp; I recently spoke with Mike Ambinder, PhD, the company's
full-time experimental psychologist, to discuss the professional practices that
ensure high-quality game experiences.&lt;/span&gt;&lt;/b&gt;&lt;span style=""&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Q: What's your role at Valve?&lt;/b&gt;&lt;br /&gt;
A: My job is to apply knowledge and methodologies from psychology to game
design.&amp;nbsp; That means performing statistical analyses, developing
playtesting methodologies, conducting &lt;span style=""&gt;&amp;nbsp;&lt;/span&gt;design experiments, a little bit of interface
design, and investigating alternative hardware among other things.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;
Q: How can psychology guide game design?&lt;/b&gt;&lt;br /&gt;
A: Well for example, in the Left 4 Dead series there are several predetermined
locations in the game called "drop points" where health items or
weapons will spontaneously appear.&amp;nbsp; To decide what's dropped, where, and
when we considered reward and reinforcement schedules, which are elements of
behavioral psychology.&amp;nbsp; You can put things on a fixed schedule so that
they'll appear at regular intervals.&amp;nbsp; This makes the gameplay experience
more predictable, and there can be real value in that.&amp;nbsp; Or you can use a
variable schedule so that you don't know what's going to show up or when it'll
pop in.&amp;nbsp; Variable schedules can create a higher rate of engagement in the
game and make the experience more enjoyable as uncertainty of occurrence can
increase arousal.&amp;nbsp; A large component of the gameplay in the Left 4 Dead series
is the use of these variable reinforcement schedules.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Q: How is testing integrated into the design process?&lt;/b&gt;&lt;br /&gt;
A: We're constantly playtesting.&amp;nbsp; Our philosophy is to playtest as much as
possible, and to start it as soon as we have a playable prototype.&amp;nbsp; Of
course our designers are experienced and generally make good decisions about
gameplay, but we don't want to just assume we've got it right.&amp;nbsp; Game
designs are hypotheses, and every instance of play is an experiment.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;
Q: What's your standard testing method?&lt;/b&gt;&lt;br /&gt;
A: We use a variety of methods, but the most favored is direct observation of
real players working their way through the game.&amp;nbsp; I'm not a fan of the
think-aloud protocol, in part because the constant prompting detracts from the
gameplay experience and can introduce inadvertent bias, and in part because
people can be really bad at explaining why they do what they do.&amp;nbsp; Better
to just sit back, watch, say nothing, and try to understand the player's
actions.&amp;nbsp; So quiet, direct observation is our preferred method, but we
combine that with player Q&amp;amp;As, surveys, quantitative metrics, eyetracking, and
design experiments, and we're investigating methods of measuring the player's
emotional experience during gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Q: How can eyetracking help to inform game design?&lt;br /&gt;
&lt;/b&gt;A: Generally, you want to eliminate frequent long eye movements because they
lead to fatigue.&amp;nbsp; For example, if the area map is in the bottom right
corner of the display and your progress through that map is shown in the upper
left, you'll see the player's eyes transiting the screen a lot.&amp;nbsp; The
proximity compatibility principle tells us that things which are mentally
proximal should also be physically proximal, and eyetracking can tell us which
things are mentally proximal.&amp;nbsp; By arranging related information together,
you can reduce fatigue and make the interface more efficient to use.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;
Q: And how can you measure the emotional experience of gameplay?&lt;/b&gt;&lt;br /&gt;
A: This is still early on, but we're looking at biometric methods like EEGs
which measure brainwaves, and EMGs which measure the electrical activity of
muscles.&amp;nbsp; But there are questions of their cost and efficacy.&amp;nbsp;
They're also both very intrusive methods, requiring either a cap that's wired
into a machine or electrodes attached to the face.&amp;nbsp; In testing you want to
mimic the home experience as much as possible, and EEGs and EMGs both make it
feel more like a lab environment.&amp;nbsp; But new technologies are emerging that
could change that.&amp;nbsp; Remote detection of facial expression seems promising;
these systems produce data along the lines of an EMG but only use a camera to
measure muscle activity in the face.&lt;br /&gt;
&lt;br /&gt;
Emotion can be viewed as a vector and measured along two scales: magnitude and
valence.&amp;nbsp; Magnitude describes the intensity of the emotion, while valence
describes its quality (either positive or negative).&amp;nbsp; You can measure the
magnitude pretty reliably using something like heart rate, but understanding
the valence is the tricky part.&amp;nbsp; How do you know if that intense emotional
response is good or bad?&amp;nbsp; Of course you could just ask, but again that's not
a preferred method because people don't describe their own experiences reliably
and you're introducing bias into the response.&amp;nbsp; Context is a better
basis.&amp;nbsp; If someone is getting killed repeatedly, you can assume that
they're experiencing a negative emotion.&lt;span style=""&gt;&amp;nbsp;
&lt;/span&gt;However, to validate we'd love to have a system which quantifies valence
in real time.&lt;span style=""&gt;&amp;nbsp; &lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
Once we can measure these qualities reliably, we can start asking what the
ideal emotional experience should look like over the course of the player's
interaction with the game.&amp;nbsp; Maybe that would be something like a pattern
of peaks and valleys that steadily rises over time, as opposed to a prolonged
burst of emotion that's experienced all at once.&amp;nbsp; That seems like a
plausible theory, but we won't know until we've measured it.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Q: What are some of the design elements that you've found make better player
experiences?&lt;br /&gt;
&lt;/b&gt;A: I can suggest a few things.&amp;nbsp; First, the player needs to be able to
understand the experience.&amp;nbsp; If you die, you need to understand why you
died.&amp;nbsp; If you reach a decision point, you need to understand what the
implications are of taking path A or path B.&amp;nbsp; The designer needs to
provide a sensible environment.&lt;br /&gt;
&lt;br /&gt;
Variety is also really important.&amp;nbsp; Don't give people the same monsters
again and again, or force them to traverse the same levels over and over. There
are obvious counterpoints to this, and the constructs of the game may dictate a
lack of variety, so it's not a hard and fast rule (none of these are), but it
is something we try and emphasize.&amp;nbsp; The Left 4 Dead series is a great
example, because you're always interacting with a new set of players with
different skill levels and different tactics, and that will completely change
the dynamic of the game.&amp;nbsp; It doesn't play the same way twice.&lt;br /&gt;
&lt;br /&gt;
Third, you want to provide people with a feeling of continuous
advancement.&amp;nbsp; People prize rewards if they increase in perceived
value.&amp;nbsp; They want to feel that the required level of skill builds
gradually as the game progresses.&lt;br /&gt;
&lt;br /&gt;
Finally, have the player make interesting choices.&amp;nbsp; Which weapon should I
choose?&amp;nbsp; Which armor should I take?&amp;nbsp; If these decisions don't involve
meaningful tradeoffs, then you're probably not creating an enjoyable
experience.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Q: How do you foster collaboration in multiplayer games?&lt;/b&gt;&lt;br /&gt;
A: Left 4 Dead is really designed to force players to cooperate.&amp;nbsp; If you
go out on your own, for example, you'll get incapacitated very quickly.&amp;nbsp;
The game doesn't prevent you from doing that -- it's a choice you can exercise,
but it's inevitably a losing strategy.&amp;nbsp; If you have other players near you
then you can collectively put up a stronger fight, and when you fall then they
can easily revive you.&lt;br /&gt;
&lt;br /&gt;
Testing helped us improve collaboration in Left 4 Dead as well.&amp;nbsp; In the
original design, the thinking was that players would build awareness of each
others' locations just through verbal cues, speaking to one another through a
headset.&amp;nbsp; But it turned out that in the midst of gameplay that doesn't
work well.&amp;nbsp; When a teammate fell and needed to be revived, the other
players had a difficult time finding him or her.&amp;nbsp; They needed another cue,
so we introduced glowing outlines that appear around your teammates' bodies, and
which are visible through walls.&amp;nbsp; We found that really increased the
players' situational awareness, facilitated cooperation, and created a better
gameplay experience.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Q: What kinds of quantitative metrics do you use to inform design?&lt;br /&gt;
&lt;/b&gt;A: We work with tons of data.&amp;nbsp; We can track any variable available in
the game.&amp;nbsp; We'll take information about where people die in each level,
then overlay it on an image of the level to show whether people are dying in
the right places, and in the right numbers.&amp;nbsp; We can examine the growth in
players' skill levels over time by any of various measures, depending upon the
needs of the game's design.&amp;nbsp; That may be a fairly coarse metric such as
the ratio of kills to deaths, who gets the most kills, who stays alive the
longest, and so on.&amp;nbsp; Or you can apply several measured in combination to
satisfy a very precise definition of the ideal skill level, such as players who
have a moderately high rate of kills but who win a lot and stay alive for a
very long time.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;I really appreciate your time.&amp;nbsp; I'd wish you luck, but with these kinds
of practices it really doesn't sound like you need it.&lt;/b&gt;&lt;br style="" /&gt;
 
        
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