How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.
-
Upload
erica-hardy -
Category
Documents
-
view
254 -
download
2
Transcript of How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.
![Page 1: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/1.jpg)
![Page 2: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/2.jpg)
How To Pick A LockCreating Intuitive, Immersive
Minigames
-Kent Hudson
![Page 3: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/3.jpg)
About Me
Creative Director, Midway Austin Unannounced Title (Soon, though!)
Designer, Ion Storm Deus Ex: Invisible War (Level Design, Game
Data) Deus Ex PS2 (Firefighting) Thief: Deadly Shadows (Firefighting)
![Page 4: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/4.jpg)
Minigames
What is a minigame? A small game within a game, with
custom rules and controls Why use a minigame?
Variation Player Expectation Immersion
![Page 5: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/5.jpg)
What makes a good minigame? Ease of Understanding
Does the player get it at first sight? Does it meet logical expectations?
Ease of Use Is it simple to use? Is it well tuned and balanced?
Immersion Few, if any, layers of abstraction Smooth transition between game and
minigame
![Page 6: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/6.jpg)
What makes a good minigame? Rewarding of Player Skill
Can the player get better at it? If so, why does that matter?
Meaningful Consequences Do success and failure matter? If so, inside or outside the minigame?
![Page 7: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/7.jpg)
Goals
Ease of Understanding Ease of Use Immersion Rewarding of Player Skill Meaningful Consequences
![Page 8: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/8.jpg)
Analysis
The Elder Scrolls IV: Oblivion Thief II: The Metal Age Deus Ex Saints Row Splinter Cell: Chaos Theory Thief: Deadly Shadows
![Page 9: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/9.jpg)
But first, a disclaimer....
![Page 10: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/10.jpg)
The Elder Scrolls IV: Oblivion
![Page 11: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/11.jpg)
The Elder Scrolls IV: Oblivion Ease of Understanding - Medium Ease of Use - Low Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Low
![Page 12: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/12.jpg)
Thief II: The Metal Age
![Page 13: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/13.jpg)
Thief II: The Metal Age
Ease of Understanding - Low Ease of Use - High Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Medium
![Page 14: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/14.jpg)
Deus Ex
![Page 15: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/15.jpg)
Deus Ex
Ease of Understanding - Medium Ease of Use - High Immersion - Medium Rewarding of Player Skill - Low Meaningful Consequences - Low
![Page 16: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/16.jpg)
Saints Row
![Page 17: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/17.jpg)
Saints Row
Ease of Understanding - High Ease of Use - High Immersion - Low Rewarding of Player Skill - Low Meaningful Consequences - Low
![Page 18: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/18.jpg)
Splinter Cell: Chaos Theory
![Page 19: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/19.jpg)
Splinter Cell: Chaos Theory
Ease of Understanding - Medium Ease of Use - High Immersion - High Rewarding of Player Skill - Medium Meaningful Consequences - Low
![Page 20: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/20.jpg)
Thief: Deadly Shadows
![Page 21: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/21.jpg)
Thief: Deadly Shadows
Ease of Understanding - Low Ease of Use - Medium Immersion - High Rewarding of Player Skill - High Meaningful Consequences - Medium
![Page 22: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/22.jpg)
Goals - Recap
Ease of Understanding Ease of Use Immersion Rewarding of Player Skill Meaningful Consequences
![Page 23: How To Pick A Lock Creating Intuitive, Immersive Minigames -Kent Hudson.](https://reader033.fdocuments.us/reader033/viewer/2022061616/5697c0131a28abf838ccce98/html5/thumbnails/23.jpg)
The End
Questions? Comments? Snide remarks?