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GDCV1845/SS1845  Videogames and arts
Class 04
Conceptualization of a game
Class 04
Schedule
Ideas of flow and creativity
Best memorable events
Mind map exercise
Your game ideas
Dramatic elements
Why a game is fun to play ?
Dramatic elements
Dramatic elements in game
I. Challenge
II. Play
III. Traditional dramatic elements in drama & film
 Premise
 Character
 Story
 World Building
 The Dramatic Arc
Mihaly Csikszentmihalyi
Challenge
Tasks that are satisfying to complete, with just the right
amount of work to create a sense of accomplishment and
enjoyment.
Challenge
Individualized
Dynamic  changes over time
Mihaly Csikszentmihalyi
Joy
How people enjoy themselves
Which types of activities make them happy
Mihaly Csikszentmihalyi
Confront tasks we have a chance of completing.
Mihaly Csikszentmihalyi
Mihaly Csikszentmihalyi
Must be able to concentrate on what we are doing
Mihaly Csikszentmihalyi
Clear goal
Mihaly Csikszentmihalyi
Immediate feedback
Deep but effortless involvement that removes from
awareness of the worries and frustrations of everyday life
Mihaly Csikszentmihalyi
Sense of control over their actions
Mihaly Csikszentmihalyi
Concern for the self disappears, yet the sense of self
emerges stronger after the experience is over.
Mihaly Csikszentmihalyi
Sense of the duration of time is altered
Mihaly Csikszentmihalyi
Video, Flow Theory
i. Intrinsically rewarding
ii. Clear goals, and a sense of progress
iii. Clear and immediate feedback
iv. Match of challenge and skill
v. Intense focus on the present
Theory of Flow
i. Game playing experience is itself enjoyable
ii. Video games usually have clear goals and clear
progress
iii. Video games usually have real-time feedbacks
iv. Well received games usually have a well-balance game
play
v. People usually have in intense focus on the game they
are playing
Theory of Flow
An activity balances a person between challenge and ability,
frustration and boredom, to produce an experience of
achievement and happiness.
Theory of Flow
Theory of Flow
Flow occurs most often within activities that are goal-
directed and bounded by rules  that could not be done
without the proper skill
For a person who has the skills but is not completely
assured of the outcome, a task is challenging.
Challenge vs. skill
Skills  Tony Hawk Pro Skater
When all of a persons relevant skills are needed to cope
with the challenges of a situation, that persons attention is
completely absorbed by the activity.
People become so involved in what they are doing that the
activity becomes spontaneous, almost automatic; they stop
being aware of themselves as separate from the actions
they are performing.
Action and awareness
Action and awareness  Metal Gear Solid 3
Clear goals and feedback  Bowling game
You are not aware of other problematic life situations. It
becomes a world unto its own, significant only to itself.
Once you are in the situation, it is incredibly real, and you
are very much in charge of it. It becomes your total world.
Concentration on the task at hand
Concentration  Asteroids
Only when a doubtful outcome is at stake, and one is able to
influence that outcome, can a person really know she is in
control.
Paradox of control
Paradox of control  Civilization
There is no room for self-scrutiny. Because enjoyable
activities have clear goals, stable rules, and challenges well
matched to skills, there is little opportunity for the self to be
threatened.
Loss of Self-Consciousness
Loss of Self-Consciousness
The Transformation of Time
And the Flow carry on
Exotelic: we do things not because we enjoy them but to
achieve some goal.
Autotelic: we do things only to enjoy the experience they
provide.
Experience becomes and end
Start grouping and start conceptualizing your game
Workshop

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GDCV / GDSS1845 Class 04 (2019A)

  • 1. GDCV1845/SS1845 Videogames and arts Class 04 Conceptualization of a game
  • 2. Class 04 Schedule Ideas of flow and creativity Best memorable events Mind map exercise Your game ideas
  • 3. Dramatic elements Why a game is fun to play ?
  • 4. Dramatic elements Dramatic elements in game I. Challenge II. Play III. Traditional dramatic elements in drama & film Premise Character Story World Building The Dramatic Arc
  • 5. Mihaly Csikszentmihalyi Challenge Tasks that are satisfying to complete, with just the right amount of work to create a sense of accomplishment and enjoyment.
  • 6. Challenge Individualized Dynamic changes over time Mihaly Csikszentmihalyi
  • 7. Joy How people enjoy themselves Which types of activities make them happy Mihaly Csikszentmihalyi
  • 8. Confront tasks we have a chance of completing. Mihaly Csikszentmihalyi
  • 9. Mihaly Csikszentmihalyi Must be able to concentrate on what we are doing
  • 12. Deep but effortless involvement that removes from awareness of the worries and frustrations of everyday life Mihaly Csikszentmihalyi
  • 13. Sense of control over their actions Mihaly Csikszentmihalyi
  • 14. Concern for the self disappears, yet the sense of self emerges stronger after the experience is over. Mihaly Csikszentmihalyi
  • 15. Sense of the duration of time is altered Mihaly Csikszentmihalyi
  • 17. i. Intrinsically rewarding ii. Clear goals, and a sense of progress iii. Clear and immediate feedback iv. Match of challenge and skill v. Intense focus on the present Theory of Flow
  • 18. i. Game playing experience is itself enjoyable ii. Video games usually have clear goals and clear progress iii. Video games usually have real-time feedbacks iv. Well received games usually have a well-balance game play v. People usually have in intense focus on the game they are playing Theory of Flow
  • 19. An activity balances a person between challenge and ability, frustration and boredom, to produce an experience of achievement and happiness. Theory of Flow
  • 21. Flow occurs most often within activities that are goal- directed and bounded by rules that could not be done without the proper skill For a person who has the skills but is not completely assured of the outcome, a task is challenging. Challenge vs. skill
  • 22. Skills Tony Hawk Pro Skater
  • 23. When all of a persons relevant skills are needed to cope with the challenges of a situation, that persons attention is completely absorbed by the activity. People become so involved in what they are doing that the activity becomes spontaneous, almost automatic; they stop being aware of themselves as separate from the actions they are performing. Action and awareness
  • 24. Action and awareness Metal Gear Solid 3
  • 25. Clear goals and feedback Bowling game
  • 26. You are not aware of other problematic life situations. It becomes a world unto its own, significant only to itself. Once you are in the situation, it is incredibly real, and you are very much in charge of it. It becomes your total world. Concentration on the task at hand
  • 28. Only when a doubtful outcome is at stake, and one is able to influence that outcome, can a person really know she is in control. Paradox of control
  • 29. Paradox of control Civilization
  • 30. There is no room for self-scrutiny. Because enjoyable activities have clear goals, stable rules, and challenges well matched to skills, there is little opportunity for the self to be threatened. Loss of Self-Consciousness
  • 33. And the Flow carry on
  • 34. Exotelic: we do things not because we enjoy them but to achieve some goal. Autotelic: we do things only to enjoy the experience they provide. Experience becomes and end
  • 35. Start grouping and start conceptualizing your game Workshop