federico fasce: game design
DESCRIPTION
Federico FasceFounder Urustar e autore di kurai.euTRANSCRIPT
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lunedì 5 dicembre 11
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La scuola di VERO
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Design for gaming
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Federico Fasce
Game designerCEO di UrustarDocente IULM/IED
lunedì 5 dicembre 11
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Cos’è un gioco?
lunedì 5 dicembre 11
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Un gioco è uno spazio di possibilità.
[Will Wright, 2004]
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Una forma d’arte nella quale i partecipanti, chiamati giocatori, prendono decisioni per gestire risorse attraverso token per
raggiungere un obiettivo.
[Greg Costikyan, 1994]
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Un sistema nel quale i giocatori partecipano a un conflitto artificiale, definito dalle regole, che termina con un risultato quantificabile.
[Katie Salen & Eric Zimmerman, 2009]
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Artefatti o Media?
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Mechanics Dynamics Aesthetics
Designer
Player
MDA Framework
[Robin Hunicke, Marc LeBlanc, Robert Zubeck, 2004]
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Vi presento Thia.
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ABILITY SCORES MOD DEFENSES
HEALING SURGES
SECOND WIND
ACTION POINT
OTHER EQUIPMENT
STRCON
DEXINT
WISCHA
AC
FORT
REF
WILL
LANGUAGES
VISION
SPEED (in squares)
INITIATIVE TRAINED SKILLS
(Bloodied )HIT POINTS
value
EQUIPMENT
SENSES
GAME DAY
WORLDWIDE
18
14
17
13Common and Elven
Passive Insight 13, Passive Perception 20
low-light
7
+9
14
7
short swordshort bow
Ocd\
ACROBATICS +10ATHLETICS +9
BLUFF +6INTIMIDATE +6
PERCEPTION +10STEALTH +10
THIEVERY +10
1612
188
1410
+4 +2
+5+0
+3+1
29
+1 leather armorthieves’ tools
adventurer’s kit
ThiaFEMALE ELF ROGUE (THIEF) / LEVEL 2 / UNALIGNED
“I take what I need.”
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Melee Basic Attack Standard / Melee Weapon / At-Will
Requires short sword; +10 vs. AC; 1d6 + 6 damage.
Ranged Basic Attack Standard / Ranged Weapon / At-Will
Requires short bow; Ranged 15/30; +9 vs. AC; 1d8 + 6 damage.
Tumbling Trick Move / Personal / At-Will
You can shift 3 squares. The next time you hit an enemy with a melee basic attack this turn, you deal 3 extra damage, to an adjacent enemy.
Sneak’s Trick Move / Personal / At-Will
You can move your speed -2. At the end of this move, you can make a Stealth check to hide if you have cover or concealment.
Agile Footwork Immediate Reaction / Personal / Encounter
Trigger: An enemy ends its turn adjacent to you. Effect: You shift 3 squares.
Backstab Free / Personal / Encounter
Trigger: You choose to use a weapon attack power against an enemy granting combat advantage to you. Effect: You gain a +3 power bonus to the attack roll of the triggering power. If the triggering power hits the enemy, it deals 1d6 extra damage to that enemy.
Elven Accuracy Free / Personal / Encounter
Trigger: You make an attack roll and dislike the result. Effect: Reroll the attack roll.
TM & © 2010 Wizards of the Coast LLC. Illustration by Larry Elmore. B8854.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift.
Sneak Attack: When you use an attack power with a short sword or short bow and hit an enemy granting combat advantage to you, your attack power deals 2d6 extra damage to that enemy.
First Strike: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.
Skill Mastery: During a skill challenge, whenever you roll a natural 20 on a skill check that would contribute one or more successes to the challenge, that check automatically succeeds and counts as one additional success.
*Some character options not present on character sheet for brevity.
OTHER ABILITIES*
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Il gioco come sistema di meccaniche
Azione del giocatore
Simulazione
Regole Token Cambio di stato
Feedback
Sintesi e filtro
Strumenti utili Informazioni utili Informazioni inutili
[Daniel Cook, 2007]
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Che succede qui?
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Dopamina
lunedì 5 dicembre 11
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Quando parliamo di giochi, l’apprendimento è come una droga.
[Raph Koster, 2005]
lunedì 5 dicembre 11
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Le meccaniche sono il messaggio.
[Mary Flanagan, 2008]
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Train [Brenda Brathwaite, 2009]
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Design della tensione drammatica.
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Tempo narrativo
Tens
ione
Dra
mm
atic
a
Conflitto
Climax
Risoluzione
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Vi presento Mario.
lunedì 5 dicembre 11
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beh, forse lo conoscete già.
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Incertezza
Inevitabilità
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Funzione di scoreStato del gioco
ControllerGame mechanical bias
Il gioco come sistema cibernetico
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Feedback positivo
lunedì 5 dicembre 11
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Feedback negativo
lunedì 5 dicembre 11
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Tempo narrativo
Tens
ione
Dra
mm
atic
a
Conflitto
Climax
Risoluzione
Feedback Negativo Feedback Positivo
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Skill
Diffi
coltà
del
com
pito
Ansia
Flow
Noia
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Game design e metodo scientifico
lunedì 5 dicembre 11
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Metodo Scientifico
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Prototipazione rapidalunedì 5 dicembre 11
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Case Studies
lunedì 5 dicembre 11
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The Sims 3 [Maxis, 2009]
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Mechanics Dynamics Aesthetics
La felicità dipende dalla socializzazione Gestione delle risorse Consumismo
(in chiave positiva)
The Sims 3 – Core mechanics
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Animal Crossing [Nintendo, 2006]
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Mechanics Dynamics Aesthetics
Gli oggetti sono costosi e non sempre
disponibili
Lavoro, contrazione del debito
Consumismo(in chiave negativa),
affanno
Animal Crossing – Core mechanics
lunedì 5 dicembre 11
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[Urustar, 2011]lunedì 5 dicembre 11
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Mechanics Dynamics Aesthetics
Valore del dato+
Informazione incerta
Bluff, inganno, scambio,
compravendita
Percezione del valore del dato
Privacy Traders – Core mechanics
lunedì 5 dicembre 11
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I social network: Feedback Positivo
lunedì 5 dicembre 11
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Domande?
lunedì 5 dicembre 11
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Grazie dell’attenzione!
http://kurai.euhttp://urustar.net
[email protected] kurai
lunedì 5 dicembre 11