게임 디자인의 심리학 (Psychology of Game Design – Everything you know is wrong)
GamePlay is a Psychological Experience
Just another Kyoung Shin Park’s Lectures Sites site
게임 디자인의 심리학 (Psychology of Game Design – Everything you know is wrong)
GamePlay is a Psychological Experience
Randy Pausch’s Tips for working successfully in a group
http://www.cs.cmu.edu/~pausch/Randy/tipoForGroups.html
Tips for Working Successfully in a Group
By Randy Pausch, for the Building Virtual Worlds course at Carnegie Mellon, Spring 1998
Meet people properly. It all starts with the introduction. Then, exchange contact information, and make sure you know how to pronounce everyone’s names. Exchange phone #s, and find out what hours are acceptable to call during.
Find things you have in common. You can almost always find something in common with another person, and starting from that baseline, it’s much easier to then address issues where you have differences. This is why cities like professional sports teams, which are socially galvanizing forces that cut across boundaries of race and wealth. If nothing else, you probably have in common things like the weather.
Make meeting conditions good. Have a large surface to write on, make sure the room is quiet and warm enough, and that there aren’t lots of distractions. Make sure no one is hungry, cold, or tired. Meet over a meal if you can; food softens a meeting. That’s why they “do lunch” in Hollywood.
Let everyone talk. Even if you think what they’re saying is stupid. Cutting someone off is rude, and not worth whatever small time gain you might make. Don’t finish someone’s sentences for him or her; they can do it for themselves. And remember: talking louder or faster doesn’t make your idea any better.
Check your egos at the door. When you discuss ideas, immediately label them and write them down. The labels should be descriptive of the idea, not the originator: “the troll bridge story,” not “Jane’s story.”
Praise each other. Find something nice to say, even if it’s a stretch. Even the worst of ideas has a silver lining inside it, if you just look hard enough. Focus on the good, praise it, and then raise any objections or concerns you have about the rest of it.
Put it in writing. Always write down who is responsible for what, by when. Be concrete. Arrange meetings by email, and establish accountability. Never assume that someone’s roommate will deliver a phone message. Also, remember that “politics is when you have more than 2 people” – with that in mind, always CC (carbon copy) any piece of email within the group, or to me, to all members of the group. This rule should never be violated; don’t try to guess what your group mates might or might not want to hear about.
Be open and honest. Talk with your group members if there’s a problem, and talk with me if you think you need help. The whole point of this course is that it’s tough to work across cultures. If we all go into it knowing that’s an issue, we should be comfortable discussing problems when they arise — after all, that’s what this course is really about. Be forgiving when people make mistakes, but don’t be afraid to raise the issues when they come up,
Avoid conflict at all costs. When stress occurs and tempers flare, take a short break. Clear your heads, apologize, and take another stab at it. Apologize for upsetting your peers, even if you think someone else was primarily at fault; the goal is to work together, not start a legal battle over whose transgressions were worse. It takes two to have an argument, so be the peacemaker.
Phrase alternatives as questions. Instead of “I think we should do A, not B,” try “What if we did A, instead of B?” That allows people to offer comments, rather than defend one choice.
HW3 (due by 4/4) sumitted to e-learning(http://lms.dankook.ac.kr/index.jsp)
– Game Modification
https://dis.dankook.ac.kr/lectures/ec19/2019/01/08/funomenal-feel-engineering/
이 과제의 목표는 Mobile Indie (Collaborative) Game 설계를 위한 기존의 게임(전통적인 보드 게임-예: Monopoly- 또는 고전적인 비디오 게임-예: Pac-Man- 등)을 수정(modify)해본다.
그리고 이를 통해서 게임 “자산” 또는 기술 개발, 게임 규칙을 설계하는 과정을 이해한다.
이 과제로 수정한 게임은 게임으로써 완벽해야 하며 재미있게 플레이할 수 있어야 한다. 또한 새롭고 매력적인 게임플레이를 보여줄 수 있도록 해야 한다.
먼저, 이 수정된 게임은 Mobile Indie (Collaborative) Game 조사(survey)에서 찾은 게임, 여러 사용자가 같이 플레이 하기에 좋은 것으로 수정되어야 한다.
수업시간에 수정된 게임에 대한 리포트(report)와 발표를 한다.
요구사항:
-기존 게임의 규칙(2~3장)을 완전히 또는 상당 부분을 변경한 새로운 결과를 내야 한다.
-기존 게임의 모든 “자산” (예: 아이템) 을 사용해야 한다.
-새롭게 자료 (예: 다른 아이템등)를 약간 소개한다.
-처음 사용하는 사람일지라해도 이 새로운 게임을 바로 플레이할 수 있도록 (대상 고객, 플레이어 수, 플레이 시간 추정치를 포함하여) 규칙은 반드시 명확하고 완전해야 한다.
-게임 포커스, 개발 및 플레이 테스트의 주의 사항을 적어야 한다 – 플레이 테스팅하는 동안 발생한 모든 문제나, 특히 이 게임의 밸런스는 맞추었는지? 이 게임이 재미있는지? 등
lecture4
미야모토 시게루: 업계의 전설이 말하는 게임 디자인 (Gtaku net)
낙하산으로 입사했지만 망해가던 회사 살린 전설의 회사원: 미야모토 시게루
https://m.post.naver.com/viewer/postView.nhn?volumeNo=17611597&memberNo=43209292&navigationType=push
HW2 (due by 3/28) sumitted to e-learning(http://lms.dankook.ac.kr/index.jsp)
– Mobile Indie Game (또는 특이한 Mobile Game) 4~5개를 자세히 조사해서 수업시간에 간단히 발표한다.
https://dis.dankook.ac.kr/lectures/ec19/2019/03/07/indie-games/
lecture3-UnderstandingFun
EntertainmentComputing3-Fun
lecture2-Ludology
EntertainmentComputing2-Ludology
“A great game is a series of interesting and
meaningful choices made by the player in
pursuit of a clear and compelling goal.” by Sid Meier