The game and the mind

By Vince

Do you like to reunite your friends for hours of intense battles in RISK? Do you find amusing dueling against a rival in MORTAL KOMBAT for Playstation 3? Or for you the real emotion comes from an intense POKER night?

When we think about these situations, a good question arises: why do we like to play games so much?

We can find some answers in the excellent book "Everything bad is good for you" from the author Steven Johnson.



Johnson is graduated in Semiotic at Brown University and in English Literacy by Columbia University. He is known to defend the full access of games, TV series, internet and social media to young audience. The author defends that these stuff has different intellectual and cognitive features, but is not inferior to activities like reading a book.

As Johnson says “the dirty little secret of gaming is how much time you spend not having fun. You may be frustrated; you may be confused and disoriented; you may be struck. When you put the game down and move back into the real world, you may find yourself mentally working through the problem you’ve been wrestling with, as though you were worrying a loose tooth. If this mindless escapism, it’s a strangely masochistic version. Who wants to escape to a world that irritates you 90 percent of the time?”. (page 26)

We are talking here about the game and the mind. We are talking about reward.

Where our brain wiring is concerned, the craving instinct triggers a desire to explore. The system says, in effect: “Can’t find the reward you were promised? Perhaps if you just look a little harder you’ll be in luck – it’s got to be around here somewhere.” (JOHNSON, page 35)

Why do we like to play games so much? Reward is one of the possible answers.



REFERENCES
:

JOHNSON, Steven. Everything bad is good for you: why popular culture is making us smarter. London: Penguin Books, 2006.

Hints & tips for a good game prototype – Part I (card game)

By Vince

A good idea for a game needs a good prototype. In the first tests of your game is totally understandable the use of sketches, roughs and non-finished materials, but a formal presentation to a publisher needs more care.

In this post I´ll talk about analogical prototype. More precisely how to create a card game prototype.

I like to create cards in three layers of paper:

1) First layer: the back from the card (with some kind of pattern or the logotype of the game) printed with laser jet in a good opaque paper;
2) Second layer: I like to put a middle layer using a thick paper. It’s important to maintain your card resistant and plain;
3) Third layer: the front of the card with the content of the game in the same way of the first layer.

Check the diagram below:



In the end it’s important to keep your cards protected from physical damage. I strongly recommend putting the cards inside plastic protector sleeves.

Your game will look more professional and your idea certainly will be clearer to the publisher or your beta test group.

Szia.

Health & games

By Vince

I want to dedicate this post to my friend Marcelo de Vasconcellos (link here), a brazilian researcher with an interesting work with the theme “videogames as means of communication in health”.

I’ll talk about DIDGET in this text. DIDGET is a medical apparatus with blood glucose monitoring system launched by pharmaceutical company Bayer in a partnership with NINTENDO. It was launched in 2010, but I think it's still a good case for discussion.



This health project highlights the concept of “ludification” and reinforces the idea of the use of elements from the ludic universe in another areas of knowledge.

DIDGET connects with the Nintendo DS system and rewards consistent testing with unlockable minigames. The system does not require a Nintendo DS to operate but has this special feature with the videogame. The site GamaSutra describes better the functioning of the medical apparatus: “when connected to the Game Boy Advance cartridge slot on Nintendo DS and DS Lite systems, DIDGET converts blood glucose test results into reward points”.

My friend Marcelo de Vasconcellos posted another good example of games in health area in his site. It’s about Intera, a software that works with Microsoft’s Kinect to be used during surgeries. The video below is in Portuguese, but the images speak for themselves.



I believe in a near future full of ludic interface interaction in the health area. I think we’ll see more and more uses for game mechanics and gaming concepts inside this field. Why? Because game is not only about fun, game is a language to be used in different and unusual fields of knowledge.



Source:
GamaSutra (link here)
Marcelo de Vasconcellos (link here)

Story of my (game designer) life

A long time ago in the city of São Paulo (Brazil), around 14 years in the past, there was a great Comic & RPG encounter happening. I was in the event with a bunch of good nerd friends.

At the time we had the opportunity to attend a presentation of the author Michael Mulvihill, best known for publishing awesome RPG books like "Shadowrun" and "Battletech", which, by the way, were part of my adolescence.

I watched the presentation of Mr. Mulvihill, which proved extremely inspiring for all those who were there, and wanted to give life to their own games.

When the lecture ended, I asked for an autograph and asked him a question: "Mr. Mulvihill, what is required to be a good game designer? ". And he answered me:



Years later, I've found this paper inside an old drawer and realized how much truth there was in those words. I think the idea is to play games, experience games and interact with ludic interfaces all the time. The message of Mr. Mulvihill is about getting good references and repertoire because this is essential to create good gaming projects.

So we can apply these concepts in several areas of knowledge and create good experiences.

So, play games and have fun.

Game Design Exercises

By Vince

The idea of this post is present two game design exercises. I want to entice the audience of my blog to create new games from classical game mechanics. It can be difficult in a first moment but don’t put a muzzle in your creativity; slight changes in traditional game mechanics could generate something new and fun.

The first exercise is from a very good book named “Challenges for Game Designers” and the challenge proposed is: try to create a TIC-TAC-TOE for three players. You can modify rules and put new elements (like cards or dice) but the core of the game must be the same. Try to make a digital or analogical prototype of your game.



Following the previous idea, in the second exercise I want to propose the creation of a new dynamic for the classic game PONG. I’ve made this exercise and created the PONT, a solitary flash game. Check the project online (link here).

In my version of PONG there are two basic modifications:

1) the ball is an asterisk that changes color all the time (sometimes the color of the ball is very similar to the background color) and the player needs to pay double attention to the interface.

2) the racket horizontally changes size and does a wave movement (up and down) all the time. It’s another factor that requires more concentration from the player.

The image below shows these features of the game:



And let’s work! I’ll be glad if the exercises help you having new ideas and build good prototypes. Make yourself comfortable to send me your ideas in the mail vincevader@gmail.com.


•REFERENCES:

BRATHWAITE, Brenda & SCHREIBER, Ian. CHALLENGES FOR GAME DESIGNERS: non-digital exercises for vídeo game designers. USA: Cengage, 2009.

Knowledge from Reiner Knizia

Some good stuff from the Twitter of Reiner Knizia, one of my favorites game designers:

1.) My First Principle of Game Design: Start somewhere new and you have the greatest chance to end up somewhere new!

2.) Lead a game to worldwide success: keep it simple that people understand it; make it different that people recognize it; but keep it familiar.

3.) To design good games, you need peace in your heart - even for a first-person shooter.

Follow Knizia on Twitter (@ReinerKnizia), click here.

Common elements between games

By Vince

In this present post I want to discuss a wide notion of essential elements that we can find in any kind of game. Take a few seconds to make a brief reflection: Which are the similarities between “Quake” and “Poker”?



Quake is a classic first person shooter with a deep story about a massive alien war in a high technological future. Poker is a traditional and abstract card game about creating card sequences to earn points.

Both games are very unique but – in a first moment – have nothing in common. But I think it’s possible to establish a list of common elements amongst two games. Let’s check some possibilities:

1) First of all, both games have a purpose. In Quake You need to destroy aliens and in Poker You have to make the best card sequences.

2) Both games have players and rules. In Quake You can play against the computer alone or in a multiplayer session; Poker needs at least two players and gets better with five or six people playing. But essentially all the players need to follow the rules that define boundaries. If You are not following the rules You are cheating and this is not fair play.

3) Both games have limited resources. In Quake are life, stamina and ammunition. In Poker is the deck of cards with four cards of each kind.

4) Game mechanics: in Quake your character aims and shoots to kill aliens stage by stage with a wide range of weapons. In Poker you pick cards trying to create the best combos and eliminate opponents.

5) We have conflicts and possibility of fun in both cases.

I think it’s possible to generate a wide list with a lot of similarities, but instead of it I want to purpose an exercise to You: search your memory and try to find two games of very different categories; in the next step, try to create a list of common elements as You saw above.

Good work!

Szia!

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