designing for creativity and kindness in games

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  • DESIGNING FOR CREATIVITY AND KINDNESS IN GAMES

    Mirjam Palosaari Eladhari , Vaasa Game Days, 9 December 2015

  • OVERVIEW

    Design for creativity and kindness

    Case studies

    Making game design part of your life, some tips for indie game dev

  • ABOUT ME

    Game designer, researcher, and indie developer.

    Research associate at Institute of Digital Games in Malta, and at Dept. of Computer and System Sciences at Stockholm University

    Recently founded Otter Play - one person indie studio

    Current obsessions are AI Based Game Design, Story Making Games, and watercolour painting

    Past: Game Programmer 2000-02, Liquid MediaTech Lead, Zero Game Studio, Interactive Institute 2002 - 04Then: 10+ years of game research & faculty work, mostly in Game AI & Design.

  • KINDNESShelpfulness towards someone in need, not in return for

    anything, nor for the advantage of the helper himself, but for that of the person helped

    Aristotle (translated by Lee Honeycutt). "Kindness". Rhetoric, book 2, chapter 7

  • CREATIVITYa phenomenon whereby something new and

    somehow valuable is formed.

    Wikipedia

  • CO-CREATION

    In management&advertising research: Added valueIn pedagogy: enhanced learningIn MMO research (wow) add-ons, developer integrating good ideas into regular interface.

    Here: Players creating actants, entities that can act within a multiplayer game world. CO: players + system The system providing the affordances given for creating instances that may act within the system(In the tradition of text based virtual game worlds, MUDs, and later graphical ones, allowing different levels of co creation to players. Adding own graphics, animation, audio, scripting of dialog and behaviour. Sliding scale of how persistent the player-created content is, and various methods of editorial control.)

    Making things together

  • GAME CASE STUDIES

    Pataphysic Institute

    Games in the C2Learn Project

    4Scribes

    Mind Shadows

    seeds

    creativity

    kindness

  • PATAPHYSIC INSTITUTE

  • HOW PLAYERS DESCRIBE IT*

    (Not how I describe it. My description is bound to contain design intentions, and perhaps not represent what is actually there.)

    In the game you use the characters feelings to cast spells, depending on how you feel, different spells become available to you. you can affect how others feel by performing actions such as hugging joking or insulting. long term playing creates relationships between characters so that the mere presence of another character affects you. (Player with test id 16)

    The point of the game is to control the moodswings of your character. The world is full of the manifestations of different feelings and mindsets and only by interacting with them/your friends can you "get in the right mood" to counter them. Actions are things like "hold hand" which would counter a "fear/terror" abomination. (Player with test id 26)

    * When asked, after play-testing: Picture that you are talking to a friend. Describe how this game is played.

  • THE PATAPHYSIC INSTITUTE

  • CHARACTER CREATION

    Big Five (OCEAN, FFM) assessed using IPIP NEO

  • MIND MODULE INFO

  • AFFECTIVE ACTIONS

  • ENTITIES:

    Colossuses of Confusion

    Avatars,NPCs, Single Sentiment Manifestations, and Compound manifestations

  • Colossuses of Confusion

  • MIND MAGIC SPELLS

  • MIND MAGIC SPELLS

  • CURSES AND BLESSINGS

    Avatars can be affected by the spells Sentiment Curse and Sentiment Blessing.

    Sentiment Curse gives an avatar a strong negative sentiment that has a zero decay rate.

    Example: curse of Guilt. The way to get rid of this sentiment is to create a manifestation of the sentiment, a compound manifestation (CM). If the CM is vanquished, the sentiment disappears.

  • Play Test

  • Play testing

    Player 2

    Film Camera 1

    Player 1

    Film Camera 2

    Game Master

    Player 3

    In Clients:-Log files of play (one file for each avatar)

    Camtasia recordings of: -voice (microphone in headset),

    -Face (webcam), - Actions (taping of screen)

  • SCENARIO 3: PLAYER AUTHORED FOES

    GM ask player to curse each other. Cursed player manifests the emotion they cursed with. Players goals: - defeat the foe using personal spells. - Use AAs to affect each others moods needed to defeat foe.

    Video: El

    mo create

    s the CM

  • I TESTED FOR MANY THINGS

    When designing the test and the test scenarios I aimed to gather data on:

    Sentiments (relationships whose values are based in previous interactions)

    Semi Autonomy players attitude to the control of the avatar

    Mood the summary of the avatars state of mind based on events, controlling the avatars action potential

    Role-playing aspects

    Co creation of Manifestations the main challenge in the play test. This was the most engaging part of the game playing in the test.

  • WHAT WAS CREATED

    The Manifestations players created in the play tests were of four main categories;

    Persons, named according to real-life role (for player), (ex. mother)

    difficult situations, (ex an exam)

    abstract concepts, (ex blue) or

    fictional entities. (Goblin of Doom) In several cases players brought material into the game that had personal meaning to them. These

    meanings were developed further when players saw how their manifestation behaved within the rule system of the world

  • PLAYERS DESCRIPTIONS OF THEIR MANIFESTATIONS

  • FINDINGS

    Players assigning meaningfrom real lives

    Players assigning intentionality to AI entities of own creation

    Authoring,

    observing, interpreting, strategizing

    interacting, and

    re-telling

    players in dialog with each other assigning intentionality to their creations

    Viewing CMs as rational, having own goals (Dennet)

    Creation of narratives that rationalize behavior (Sengers)

    Ill forgive her to oblivion!

    Look how he ignores you! He made me

    feel so useless. Hold his hand!

  • POSSIBLE IMPLICATIONS OF FINDINGS

    Transformation of problems, seeing them in new ways.

    Transformative play (Fullerton)

    Wicked Problem spaces (Rittel and Webber, Mateas)

    A recipe for player generated content? instantiated for only a small group

    who can talk about it while it is instantiated;

    an authoring interface that is quick (max 5 min), but still allows players to utilise a quite elaborate AI system for specifying the manifestation's behaviour.

    Players assigning meaning from real lives

    Players assigning intentionality to AI entities of own creation

  • GAMES FOR CO-CREATIONin the C2Learn project

  • The C2Learn project aims to introduce an innovative digital gaming and social networking environment incorporating diverse tools, the use of which can foster co-creativity in learning processes in the context of both formal and informal educational settings.

    All games in project are for android tablets, download at:

    C2LEARN.EU

    http://c2learn.eu

  • THE HOUSE OF EMOTION

    House of Emotions is a game that gets you to play with how you and the others express and interpret emotions. By playing you will realise how you and others make emotive judgements: How do you express emotion in something you create? Do you have any control over how the others understand your expressed emotions or react to your creations? House of Emotions is a multiplayer game which you can play on your tablet or computer as part of a group of 2 to 5 players.

  • GUESS WHAT

    Guess What is a game that invites you to guess what is shown in a picture and generally think through images, taking into account the perspectives of other players. It is a multiplayer game which you can play on your tablet or computer as part of a group of 2 to 5 players.

  • ICONOSCOPE

    Iconoscope is a game that gets you to play with visual creativity and ambiguity. It invites you to do something quite unusual: to represent a given concept through an image that you will create so that it will not be obvious to everyone what your creation represents! Let the others guess what that image might stand for and enjoy the fun!

  • EXPLORE AND EXPAND

    The Wizard is asking you to create a simple conceptual diagram in the English language. Starting from a given concept in the centre, try to think of four other concepts that are linked to it from a specific perspective. In reality, the Wizard has already searched the world and is inviting you to guess concepts that he has found to be associated with the given theme, if you look at it from the specified perspective.

    Your score increases each time you get it right by more and more points at a time, as you are adding more of the related words.

  • CREATIVE STORIES

    Creative Stories is a game inviting you to write creatively. Your aim is to use as much of the creative advice the Wizard is giving as possible, so that you win more points while you are writing.

  • 4SCRIBES

    4Scribes is a creative story-making game for groups of 4 players.

    The story starts with a short starting statement or phrase. Your objective is to develop the story together with your co-players. Playing in turns, you add a little more to the story text each time

    At the start, you get some cards, the Creative Elements. Each card has a word or short phrase on it. Every time it is your