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Design, Games, & Game Design (feat. SpyParty) - UC Berkeley 2011 Lecture 



http://chrishecker.com/Design,_Games,_%26_Game_Design_(feat._SpyParty)

 

 
 
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Published:  March 24, 2011
 
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Slide 1: Design, Games, & Game Design (feat. SpyParty) chrishecker.com Chris Hecker
Slide 2: What is SpyParty? Less of this... ...more of this.
Slide 3: The Spy Note: All of this art is temporary!
Slide 4: The Sniper
Slide 5: [playtest]
Slide 6: Turing Test
Slide 7: Inverse Turing Test Put a human in the loop where computers suck.
Slide 8: How to Make Things design build test
Slide 10: Three Kinds of User Testing depth testing kleenex testing focus testing
Slide 11: Metrics Fetishism jumping vs. hillclimbing intuition vs. data art vs. craft
Slide 12: Metrics Fetishism jumping vs. hillclimbing & intuition vs. data & art vs. craft &
Slide 13: Back to SpyParty… How should one design games? I have no idea… …and neither does anybody else.
Slide 14: Crysis 2, 2011
Slide 15: ?
Slide 16: “Never!”
Slide 17: Fred Ott’s Sneeze, 1894
Slide 18: 1905 in Film The Misadventure of a French Gentleman Without Pants at the Zandvoort Beach The Little Train Robbery 2
Slide 19: The Sims 2, 2004
Slide 20: Ico, 2001
Slide 21: Really, now back to SpyParty…
Slide 22: SpyParty Aesthetic Goals perception vs. deception & performance attention as a resource consequential decisions with partial information deduction vs. intuition analysis paralysis vs. extinct by instinct extreme asymmetry
Slide 23: Design Methodology “Depth-first, Accessibility-later”
Slide 25: Mechanics complete focus on player skill 고수 map navigation aiming & shooting micro combat strategy behavior perception subtle performance playing it cool social pattern matching
Slide 26: Two Approaches to Emotional Depth
Slide 27: Long Term The Party, 1968
Slide 28: Thank you! spyparty.com facebook.com/SpyParty twitter.com/SpyParty

   
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