Friday, December 22, 2017

Institute of Play Learning Principles

Game-Like Learning Principles from the Institute of Play | New York
https://www.instituteofplay.org/gll-principles
  • Everyone is a participant
  • Everything is interconnected
  • Challenge is constant
  • Learning feels like play
  • Failure is reframed as iteration
  • Learning happens by doing
  • Feedback is Immediate and ongoing

Monday, November 20, 2017

Tabletop game development as prototype for digital...

Consider Tabletop game development as prototype for digital... consequently, the online version is almost always a straightforward direct implementation of art, logic and game mechanics.
Ticket to Ride - online version at Days of Wonder

Tuesday, September 12, 2017

The GV Sprint Process

The shift to agile - typically cast as scrum, lean, kanban and others - started in fact at the end of the 90s when extreme programming lit up software engineering discussions with the provocative mix of passion and principles presented by its creator, Kent Beck. Extreme programming provoked diverse and intense responses in its audience. From radical fervour to cynical skeptism it ignited discussions about how software is and should be designed, how programmers were and should be treated, how to treat each other and others more indirectly involved in digital production.

The GV Sprint method [Knapp et al., 2016] represents how far agile has spread beyond software engineering. The agile sprint has become a staple of venture capital driven product incubators. Organisations are experimenting with sprint style workshops for accelerated product ideation and prototyping in a 5 day workshop format. Teams generate and select ideas to further create and develop, from concepts to prototype level using storyboards, mock‐ups, paper prototyping or using digital platforms of their choice.

It is apparent that design management, product engineering, software engineering and management more broadly are mutually informing and intricately interrelated. We have observed the business world appropriate software engineering's shift to practice emphasis and experiential management. We have seen software engineering borrow design paradigms from architecture [Alexander, 1964] and product design [Kelley and Kelley, 2013]. The mutual connections between design sprints, agile software sprints and venturing sprints [Knapp et al., 2016] is obvious. More so now that digital has become integral to so much of the designed physical material world.
(https://www.invisionapp.com/blog/design-sprints-agile-dev/)

Practical Skills

The Sprint process involves a progressive shift of attention, from learning about a challenge defined by people, to learning how people respond to a design prototype that tries to re-solve that challenge. The process is bracketed into 5 workshop sessions. The suggested structure and techniques are focused on how to manage time, space and people over the duration; techniques for decisions, organising, coordinating.


  • Session 1: Imagine the goal (sprint) - Make a map and choose a target
    • Roles and Responsibilities
    • Set the long-term goal
    • List sprint questions
    • Map the As-Is Customer Journey
    • Ask the Experts
    • HMW How Might We...
    • Organising Notes
    • Why Why Why?
    • ABC Always Be Capturing
    • Pick a Target Decide
  • Session 2: Explore many possibilities (sprint) - Sketch competing solutions
    • Lightning demos (three minute demos)
    • Work Alone Together Research
    • Divide, Swarm
    • The Four-Step Sketch
    • Crazy 8s
  • Session 3: Decide the design (sprint) - Decide on the best
    • Art Museum
    • Speed Critique
    • Heat Map Dots to Focus on Interesting
    • Straw Poll Dots for Voting
    • Supervote Dots
    • Rumble or All-in-One
    • Note-and-Vote
    • Storyboard
  • Session 4: Build, make, tinker, learn (sprint) - Build a realistic prototype
    • Fake It
    • Paper Prototype
    • Wizard of Oz
    • Trial Run
    • Interview Script
  • Session 5: Test, observe, evaluate our prototype (sprint)- test with target customers
    • Makeshift Research Lab
    • Magic 5
    • The Five-Act Interview
    • Watch Together Learn Together


Source: [Knapp et al., 2016]

Alexander, C. (1964). Notes on the Synthesis of Form. Harvard University Press, Cam- bridge, Massachusetts.
Kelley, D. and Kelley, T. (2013). Creative Confidence : Unleashing the Creative Potential within Us All. HarperCollins Publishers.
Knapp, J., Zeratsky, J., and Kowitz, B. (2016). Sprint : How to Solve Big Problems and Test New Ideas in Just Five Days. Simon and Schuster.

Thursday, August 24, 2017

Social deduction game (for free)

No only is Secret Hitler a great game, it is also available for free under a Creative Commons License.
The rules and artwork can be downloaded so you can print and craft your own copy of the game. As the tagline goes "PRACTICE FIGHTING FASCISM FOR FREE."

http://www.secrethitler.com/

Update: This is what should happen when you release a creative work under the Creative Commons License, others can use the content to develop interesting variations; to "adapt - remix, transform, and build upon the game".

Did you hear about the "Secret Voldemort" re-skin? Information on https://www.boardgamegeek.com/filepage/150787/secret-voldemort-reskin-secret-hitler. Original art and explanations on https://thecraftyplayers.com/2017/02/22/secret-voldemort/.

Aside: No doubt the word Voldemort is trademarked so this version of the game isn't necessarily going to have a place in the authentic HP branding licensing multi-verse...

Yet another game printing and parts supplier

And yet another parts printer/producer service https://www.printplaygames.com/

Tuesday, August 8, 2017

Panda Game Manufacturing (PGM)

http://pandagm.com/
Yet another game manufacturing company servicing tabletop/boardgame developers. They say they have everything you'll need to bring your game to life. Register to get access to the specification service and get a quotation for manufacturing.

Printing game prototypes yourself?

But what about those of us who go about printing game prototypes using a DIY setup?

Take the example of Rule & Make, Allen Chang and Alistair Kearney from Queensland, Australia. In this video "Allen, Alistair, and Matt show you how to make a professional looking Burger Up" (https://www.youtube.com/watch?v=f-VZCniz7Mw).


The Game Crafter

https://www.thegamecrafter.com/

The Game Crafter offers a combination of design studio, parts store, manufacturer, sales and marketing provider service. In fact is offers an entire ecosystem for would-be game designers to create and sell their own games. Game Crafter provides templates for all the generic elements to be customised as needed.

A typical example game may cost USD $50 per unit for an on-demand print/assembly consisting of (approximately) a printed box, 50 tiles, 100 cards, and instructions.

See the game design section for general information (link)

Datopolis

Datopolis was designed as a learning tool, a board game to explore diverse strategies around proprietary/private and open data for communities (link).

You can make your own copy of the game using the open design elements which are freely available on GitHub.

Wednesday, July 26, 2017

Matt Leacock Games

Matt Leacock, the creator of the Pandemic series, posts his thoughts, learnings, musings over at Matt Leacock Games (http://www.leacock.com/). Matt suggests four canonical books for the budding game designer:

  • The Art of Game Design by Jesse Schell
  • A Theory of Fun by Raph Koster
  • Rules of Play by Katie Salen Tekinbaş and Eric Zimmerman
  • Hamlet's Hit Points by Robin Laws

Thursday, June 29, 2017

Ireland, Games, Board Games etc.

Playtest Dublin - one of Dublin's venerable board game designer meet-ups, hosted by Board Game Designers Ireland.
https://www.facebook.com/events/753314844838558/

Board Games Ireland http://boardgamesireland.com/ and link to regular Meet Ups

IMIRT, the Irish Game Makers Association. As it says on the website Imirt represents people making games in Ireland; the game creators: programmers, artists, designers, writers, music, sound engineers etc. http://www.imirt.ie/

State of Play http://www.stateofplay.ie/. Hosted by DIT, championed by Hugh McAtamney.

Wednesday, June 28, 2017

Colossal Cave Adventure

An archeology of interactive role playing games leads inevitably to a small handful of innovative and influential programs developed over the decade spanning the sixties and seventies. One of the most influtential of these games was a program call the Colossal Cave Adventure. Originally written by Will Crowther, then developed further by Don Woods with Will's consent.
Ports of Adventure to newer operating platforms and language environments have enabled users to play Adventure on successive generations of computing hardware and operating system environments. However the core of the game remains the same and concept, gameplay and feel. A player running the port to Mac OS/X or the console version for Windows XP is subject to essentially the same experience as those who encountered it on University computer servers in the 70s and 80s.
While the game is no longer actively developed the concept of Advent inspired a host of related programmes in the 1980s all vying for the hearts, minds, or money, of the world's growing band of computer enthusiasts and users.

Seeing Adventure running for the first time is like walking along the beach and picking up an interesting looking shell. Someone has left the terminal logged in... It intrigues with three sentences:

YOU ARE STANDING AT THE END OF A ROAD BEFORE A SMALL BRICK
BUILDING . AROUND YOU IS A FOREST. A SMALL
STREAM FLOWS OUT OF THE BUILDING AND DOWN A GULLY.
Ahh, a game. What do I do? The blinking cursor invites me to write something.

help!
 I DON'T KNOW THAT WORD.

help
 I KNOW OF PLACES, ACTIONS, AND THINGS. MOST OF MY VOCABULARY
 DESCRIBES PLACES AND IS USED TO MOVE YOU THERE. TO MOVE TRY
 WORDS LIKE FOREST, BUILDING, DOWNSTREAM, ENTER, EAST, WEST
 NORTH, SOUTH, UP, OR DOWN.  I KNOW ABOUT A FEW SPECIAL OBJECTS,
 LIKE A BLACK ROD HIDDEN IN THE CAVE. THESE OBJECTS CAN BE
 MANIPULATED USING ONE OF THE ACTION WORDS THAT I KNOW. USUALLY
 YOU WILL NEED TO GIVE BOTH THE OBJECT AND ACTION WORDS
 (IN EITHER ORDER), BUT SOMETIMES I CAN INFER THE OBJECT FROM
 THE VERB ALONE. THE OBJECTS HAVE SIDE EFFECTS - FOR
 INSTANCE, THE ROD SCARES THE BIRD.
 USUALLY PEOPLE HAVING TROUBLE MOVING JUST NEED TO TRY A FEW
 MORE WORDS. USUALLY PEOPLE TRYING TO MANIPULATE AN
 OBJECT ARE ATTEMPTING SOMETHING BEYOND THEIR (OR MY!)
 CAPABILITIES AND SHOULD TRY A COMPLETELY DIFFERENT TACK.
 TO SPEED THE GAME YOU CAN SOMETIMES MOVE LONG DISTANCES
 WITH A SINGLE WORD. FOR EXAMPLE, 'BUILDING' USUALLY GETS
 YOU TO THE BUILDING FROM ANYWHERE ABOVE GROUND EXCEPT WHEN
 LOST IN THE FOREST. ALSO, NOTE THAT CAVE PASSAGES TURN A
 LOT, AND THAT LEAVING A ROOM TO THE NORTH DOES NOT GUARANTEE
 ENTERING THE NEXT FROM THE SOUTH. GOOD LUCK!
Right, I'm starting to get this, lets see what the 'DOWNSTREAM' command does...

downstream
YOU ARE IN A VALLEY IN THE FOREST BESIDE A STREAM TUMBLING
ALONG A ROCKY BED.

downstream
AT YOUR FEET ALL THE WATER OF THE STREAM SPLASHES INTO A
2 INCH SLIT IN THE ROCK. DOWNSTREAM THE STREAMBED IS BARE ROCK.

lift rock
YOU ARE IN A 20 FOOT DEPRESSION FLOORED WITH BARE DIRT. SET INTO
THE DIRT IS A STRONG STEEL GRATE MOUNTED IN CONCRETE. A DRY
STREAMBED LEADS INTO THE DEPRESSION.

THE GRATE IS LOCKED

downstream
YOU CAN'T GO IN THROUGH A LOCKED STEEL GRATE!

This is getting interesting, quick, grab a piece of paper and start drawing a mental map of where I was and where I'm going...

And so it goes on. Time passes, I snap back to myself for a moment, twenty minutes later! What's happening here? It's engaging, appealing, frustrating and rewarding, like getting into a good book but this one talks back to you.

Monument Valley, inside view

Making money from an App. The inside view, monument-valley-in-numbers. The peaks are nice but nicer still the (very) long tails. http://ow.ly/HKpDa 

Source: http://blog.monumentvalleygame.com/blog/2015/1/15/monument-valley-in-numbers

Friday, June 23, 2017

In-class videoing

Some in-class presentations will be videoed and may be included in a published video piece as an aide for explaining the module to future prospective students and to share with colleagues.

Inform me in class if you do not wish to be included and we will try to accommodate your request.

Friday, June 16, 2017

Tracy Fullerton's Game Design Workshop

Tracy Fullerton is author of the Game Design Workshop: A Playcentric Approach to Designing Innovative Games. This book is one of best attempts to encapsulate the diverse concerns, considerations, attitudes, historical and contextual awareness, and most of all a distillation from the wealth of experience earned by many many game designers. The list of game design greats interviewed and who share their thoughts and learning is evident in over 34 interviews with or reflective perspectives offered by designers.

Tracy's home site is a great branching-off point for learning more and discovering the latest developments: http://www.tracyfullerton.com/main/bio/

Thursday, June 15, 2017

Game Industry touch points.

For boardgames and toys "Spiel" is the business; the world's largest trade fair. The "Internationale Spieltage SPIEL" - in the trade it's just called "Essen". Spiel is the boardgame industry's most important (public) international gathering. It takes place over four days in October each year in Essen, Germany. It is the place for anyone involved in the industry to catch up, network, present, announce, and do deals. See http://www.merz-verlag-en.com/

The Spielwarenmesse International Toy Fair in Nürnberg is a business-only trade show held annually in February: http://www.spielwarenmesse.de/

The ESA (Entertainment Software Association) holds E3 annually around May/June. E3 stands for the Electronics Entertainment Expo. Initially a trade-only exposition launched in 1995 after the game industry became frustrated with its positioning and treatment within the Consumer Electronics Show (CES) it is now open to the public. E3 (along with GDC) is considered one of the key opportunities for announcing and launching titles, for pitching to publishers and seeking funding, attendance has grown every year. For more see the ESA website: http://www.theesa.com/about-esa/overview/

Wednesday, June 14, 2017

Jesse Schell's The Art of Game Design - influential, provocative...

Like many working in games, Jesse Schell had a passion for playing and making games. Working first as a software engineer his roles grew from engineer to game designer to creative director (Disney). But Schell is aware to the challenges (risks, problems and bullshit) posed by accidental, inauthentic and downright Machiavellian misuse of the power of games.

The author of The Art of Game Design, he has gathered, created, and curated a trove of what he calls game design lenses. The game design lenses are a pirates treasure chest overflowing with influential and provocative ways of thinking about games, the game you are designing, or for thinking about any game. (You might even apply them to non-game products or services or things in the world.) (I encourage you to read Bruce Stirling's review of The Art of Game Design on Wired for a mature dose of balance.)

Schell gained a lot of attention for word sketch presented at DICE 2010, "Beyond Facebook" in which he thinks aloud about a world in which corporations have gamified nearly everything in our lives. Dystopia is just around the corner, if it hasn't already arrived. The future present is very very close to the world depicted in Cory Docktrow's short story Unauthorized Bread.

Have a look at his website to delve deeper http://www.jesseschell.com/

Wednesday, June 7, 2017

Inside Spotify

Spotify is a fascinating and a very young company, founded in 2006, just over 10 years ago. They even have a Dublin office. In Jan 2016 Spotify acquired Dublin music discovery start-up Soundwave. They have 19 regional offices and a number of other development and operations centres.

Spotify is what some would call a high-tech unicorn company - a unicorn is a startup company valued at over $1 billion - many of them, like Twitter and Uber (and Airbnb until recently), have never made a profit.

Spotify has over 1,000 employees (>1,600), 90 million subscribers and close to $2 billion in annual revenues (ref 2015). Think about that, a revenue of about $1.2 million per employee. Shares in the company are privately held but at the most recent fund-raising round (2015) it would have been valued at $8.5 billion. In intervening years it raised a further $1.5 billion through convertible bonds. There is talk of an IPO (initial public offering) on the stock market in 2018. Your guess is as good as mine as to what value it will float at.Infographic: Spotify Keeps Apple Music at Distance | Statista You will find more statistics at Statista

Thursday, March 30, 2017

What does it really cost?

This Polygon article by Guillaume Boucher-Vidal (2014) offers an inside view of what it really takes to start your own indie game studio (link).

presskit() - from Vlambeer

From Rami Ismail (@tha_rami) of indie studio Vlambeer, the strapline is "spend time making games, not press" (link).
Have a look at the examples (no need to install the templates on your own php server). They also provide loads of templates to help organise your game business (link).

Jane McGonigal on saving the world by playing games (online)


Wednesday, March 8, 2017

The blame is not for failure

Jørgen Vig Knudstorp: At LEGO, Growth and Culture Are Not Kid Stuff
"The blame is not for failure, it is for failing to help or ask for help"
Grant Freeland interviews Jørgen Vig Knudstorp (Boston Consulting Group video)