COVER STORY Designing games: why and how
interactions, Jan 1, 2008
The examples above all come from my life as an interaction/ gameplay designer or teacher of these... more The examples above all come from my life as an interaction/ gameplay designer or teacher of these subjects, and to me it just proves that gameplay design is in fact interaction design. Why? Because gameplay design is design of the core game, ie, the rules of the game. ...
Uploads
Papers by Sus Lundgren
one of these, pottering, the placid but yet focused activity of arranging and rearranging things, taking care of them, “sorting
them out”. Five games which support pottering are analyzed using gameplay design patterns to show how game mechanics can give rise to the activity. As a result, six patterns especially linked to pottering are presented in greater detail. Moreover, the idea of viewing games as artifacts that can support several, sometimes overlapping, activities, is being explored and discussed.
This is an attempt to describe only interaction-related properties of interactive artifacts in themselves, i.e. explicitly focusing on what can actually be inscribed into an interactive artifact (as opposed to what the user may experience, or what may happen during interaction). The aim has been to extend the interaction designer’s vocabulary, providing a means for discussing, analyzing and comparing the interactive aspects of things. The collection of properties is comparably extensive; it contains 30 properties related to six different categories: Interaction; Expression; Behavior; Complexity; Time and Change; and Users. It can be used in several ways – to analyze and discuss properties of an artifact, as a checklist during design, and lastly as a design tool – what happens if we start out with an artifact and then change the attributes?
Slow technology; an approach to create a challenging object by using ambiguity, thus promoting reflection. This is being exemplified by the Interactive Quilt, which is an enigmatic combination of a jukebox and a quilt.
Animal Expression Transfer; an approach that can be used to create emotional responses to an artifact by transferring animal traits onto an object, as in the case of the Iron Horse, a computer augmented bike making horse-sounds.
Game Mechanics for Computer Augmented Board Games; a set of building stones for computer augmented board games, suitable for increasing, decreasing or regulating the challenge in a game. They widen the design space of the traditional board game by enabling complex functionality that does not burden the user, but enrichens the game experience. The projects MultiMonsterMania, a collectible and interactive card game with the accompanying game The Hatchery exemplify this.
Game Design Patterns; a pattern language for games that can be used to discuss, analyze and design games of any kind, amongst them also computer augmented games. How this can be done is being demonstrated in the description of a workshop.
The Forces-Clashes-Remnants-model; a design model for iterative multidisciplinary game design. It is being exemplified by describing the design process of myTHeme, a computer augmented storytelling game for non-storytellers.”