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Redefining a PC Franchise for the Nintendo Wii

Small Changes, Big Results. Redefining a PC Franchise for the Nintendo Wii. Hello! . AI/Games GDC Workshops Sims EP Team Lead Designer: Wii!. Let’s Chat. Franchise Analysis (1/3) Designing to New (1/3) Takeaways (1/3). MDA. What is MDA?. Formal Vocabulary Common Language

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Redefining a PC Franchise for the Nintendo Wii

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  1. Small Changes, Big Results Redefining a PC Franchise for the Nintendo Wii

  2. Hello! • AI/Games • GDC Workshops • Sims EP Team • Lead Designer: Wii!

  3. Let’s Chat • Franchise Analysis (1/3) • Designing to New (1/3) • Takeaways (1/3)

  4. MDA

  5. What is MDA? • Formal Vocabulary • Common Language • Flexible, Extensible Not a Methodology

  6. Rules Behavior Fun How Games Work

  7. Mechanics Behavior Fun In other words… The rules and concepts that formally specify the game-as-system.

  8. Mechanics Dynamics Fun In other words… The run-time behavior of the game-as-system.

  9. Mechanics Dynamics Aesthetics In other words… The desirable emotional responses evoked by the game dynamics.

  10. Mechanics Dynamics Aesthetics Design Perspective   Player Designer

  11. Mechanics Dynamics Aesthetics Player Perspective   Player Designer

  12. The Sims

  13. Mechanics • Manage Motives • Work for $ • Spend $ to Build/Buy • Objects & Social = mood ++ • Get promoted!

  14. Mechanics

  15. Mechanics • Manage Motives • Work for $ • Spend $ to Build/Buy • Objects & Social = mood ++ • Get promoted! Events, object & social failures

  16. Dynamics • Motives vs. Fun vs. Work • Social for Goals • Lothario • Miser • Slacker • Keeping up with the Jones’ • Plate Spinning/RTS Compulsions

  17. Aesthetics • Groundhog Day • Fixably Broken • Unique Successes and Failures “How funny! Should I fix it?”

  18. Success! • Millions of units sold • Player community thrives • Houses • Objects • Sims • Stories!

  19. Q: More? • Controls (more to balance) • Tools (more to shape) • Information (more storytelling)

  20. A: Storytelling • Dream… or Nightmare? • Romance… or Feud? • Real… or Fantasy?

  21. Storytelling • Dream… or Nightmare? • Romance… or Feud? • Real… or Fantasy? Life!

  22. The Sims of our Lives • Aesthetic: Lifetime • Dynamics: Generations • Mechanics: Aging, Wants & Fears

  23. Aesthetics First • Aesthetic: Lifetime • Dynamics: Generations • Mechanics: Aging, Wants & Fears Play to Tell Your Story!

  24. Fan-tastic!

  25. Aesthetic… Verbs • Savor • Experiment • Create • Achieve

  26. Wii Ho! • New Context • New UI • New Game

  27. First Impressions • Aesthetics • Tactile • Clean Lines • Family-oriented

  28. First Impressions • Dynamics • Active • Expressive • Communal

  29. Mechanics? • Consider • Core Activities • Tactile world • New Look • Simple but powerful tools

  30. A New World • Comfortable pace • Savor • Create • Clear goals • Achieve • Experiment

  31. MySims • Core Cycle • Explore (Look what I found!) • Build (Look what I made!) • Exchange (Look what they did!)

  32. Achievement? • Growth • More Sims • More Buildings • More Levels

  33. Collect Town Growth Build + Customize Socialize Sim Needs Exchange

  34. Look What I Found! • Mechanic: • Open world, hidden goodies • Dynamic: • Explore and discover • Aesthetic: • World, not a Set

  35. Look What I Made! • Mechanic: • Decomposable/Recomposable • Dynamic: • Design + Build things • Aesthetic: • You control it!

  36. Look What They Did! • Mechanic: • Reactive/Responsive Sims • Dynamic: • Individual and Group Expression • Aesthetic: • Comic, clockwork world

  37. Takeaways

  38. It’s all about Tactility • Controller lets players • Touch the world • Poke the systems • Build a community for their Sims

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