Triadic Game Design by Casper Harteveld

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This is my book presentation of "Triadic Game Design: Balancing Reality, Meaning and Play", published by Springer in 2011 (for more information, see http://triadicgamedesign.com). In this presentation I describe my journey into the worlds of games and how this led me to write this book. I compare my journey to the one by Charles Darwin (although by far not of the same scientific magnitude of course). Like him, I obsersed what happened and tried to reflect what this meant. A big difference between his and my journey is that my journey took place virtually (represented by the screenshot of Ship Simulator). An important part of the journey was to design a game eventually called Levee Patroller. Levee patrollers are people who inspect levees, barriers that protect the land from flooding, in the Netherlands. During my journey I saw many perspectives in the world of games and while designing I encountered these many perspectives continuously. After reflecting what happened I established a design philosophy called "Triadic Game Design".

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It takes two to tango, but it

takes three to design a

meaningful game.

Book presentation Casper Harteveld

Get your stuff!

And go back in time!

August 2005

Igor MayerTU Delft

Jos MaccabianiGeoDelft / Deltares

Assignment:Develop a game to

train levee patrollers

Casper about

8 years old

Casper (expected) about 35 years old

Standing on the

shoulders of Giants

A history pop up screen

LEVEL 0

191019

84

Serious gamesAdvergame

s

Persuasive games

Meaningful games

Simulators

Gaming simulations

Immersive learning

environments

Edutainment

Epistemic games

Edugaming

Sims

Practiceware

Games with a purpose

Computer scientist

Experimenter Sociologist

And more

What do you feel when playing? What do

games mean for society?

System.out.println(“better game technology”)

PhilosopherWhat is a

game?

Gathering information

Many perspectives

LEVEL 1

And more

And more

Cognitivism

Humanism

Constructivism

Behaviorism

Socio-culturalism

Constructionism

Socio-constructivism

Edward Thorndike

Lev Vygotsky

Ivan Pavlov

Jean Piaget

B.F. Skinner

Albert Bandura

Noam Chomsky

John Dewey

David KolbAnd more

Client A

Client B Client DLimited responsibilities

We speak of X and Y.

We want a focus on

communication!

Client CFailure X

needs to be included!

Rivers, rivers, rivers!!!

Client E

Casper, it works like

this.

Casper, it works like this.

Casper, it works

like this. Casper, it works like

this.

We need sheep!

It needs to be fun, like Super

Mario!

I need a gun no matter what!

We need this feature from

game X.

How about some music?

Yeah yeah yeah…

Creating the game

Dealing with dilemmas

LEVEL 2

Usability tension

VS.

Winner!

Yes, but I am EVERYWHERE.

I am more user friendly.

I require less parallel

processing.

And I am not so

cluttered.

Yes yes, but I am EVERYWHERE.

Uncertainty tensionIn reality you

also don’t know.

Hmm, yes, and uncertainy creates

excitement!

But you have to have clear goals!

Winner!

Scope tension

Not interesting!

Critical!

Well…not sure about transfer.

DelftOctober 2006

Understanding what

happened – part I

Three worlds

LEVEL 3

World nr. 1: Reality

World nr. 2: Meaning

Cognitivism

Humanism

Behaviorism

Socio-culturalism

Constructionism

ConstructivismSocio-

constructivism

World nr. 3: Play

Understanding what

happened – part II

Balancing

LEVEL 4

Usability

UncertaintyScope

Understanding what

happened – part III

Concurrent design

LEVEL 5

Complex system

Procedural approach

Duke and*Geurts, 2004

It takes two to tango, but it

takes three to design a

meaningful game.

End level

2. Balancing 3. Concurrent

Design

1. Three worlds

THANK YOU!

Rens van den Bergh, Arne Bezuijen, Rui Guimaraes, Micheline Hounjet, Almar Joling, Jos Maccabiani, Raymond van der Meij, Arjan Peters, Monique Sanders, Matthijs Schaap, Sander Smit, Tom Thé, Marco Tolman, Bas Wenneker, Maarten Wesselius, and Maarten van Zomeren.

Game Over?!http://triadicgamedesign.com