Find the Fun

David Ethan Kennerly



Play your idea today!  Form a small team of programmers and artists.  Use parts 
of boardgames to observe your player and find what makes your player frown.  
Then try out your ideas to make your player smile and laugh.  
Everyday your player will play your idea, and share her feelings.  
Everyday you and your teammates will make your demo more fun.

Student example:  Neutralizer
Teacher example:  Plaque Attack
Syllabus
Games made fast
Make a game fast
Workshop script
Find the Fun boardgame


STUDENT EXAMPLE: NEUTRALIZER

Here is one of the games made in about 4 days (Monday afternoon to Friday) Neutralizer is a puzzle game in which you shoot blocks to clear a way to jump from each platform to the exit. http://neutralizer.nulian.nl/ Here are keyboard controls for Neutralizer because it isn't explained in the game. Keyboard controls: ASDW for left down right and jump H for hints Enter for start Esc for menu R for reset Spacebar for jump key Left and Right mouse buttons for Postive/Negative bullet

TEACHER EXAMPLE: PLAQUE ATTACK

Two weeks ago, I had my wisdom teeth pulled. For a decade, I had been brushing and flossing daily, so I thought maybe a game would help me imagine how bacteria grows on teeth. But could it be fun to play? I have four days, so let's find out. Here are the snapshots. MONDAY WEDNESDAY FRIDAY Below are the FULL SIZE (800x600) versions. Plaque Attack was demo'd in full screen on a touch screen laptop.

SYLLABUS

B640, HVA AMSTEL. MONDAY 09:00 - 11:30 By Friday afternoon, every student will stand by a game that Ethan, faculty, and students will play for one-minute. To prepare, students form teams, pick another person to be their target player, and host a game that was made in one-week. They observe their player, write and draw a good feeling and a bad feeling. At each step, Ethan gives a live demo. As a design team, each student takes simple office supplies. The team makes a demo of the bad feeling. Their player plays and expresses her bad feelings. The team makes a new variant until their player feels good. Every team starts to design their own game to make their target player and Ethan feel good. Every student starts making their game. OUT OF CLASS. MONDAY 15:00 - 21:00 Teams design and make their first version. OUT OF CLASS. TUESDAY 09:00 - 11:30 Teams finish their first version. TABLES AT 7TH FLOOR, HVA AMSTEL. TUESDAY 13:45 - 15:00 Students meet without Ethan. In one-minute, the target player plays the team's demo. Each designer writes and draws the user' s good feeling and bad feeling about the demo. OUT OF CLASS. MONDAY 15:00 - 21:00 Teams make second version. B640, HVA AMSTEL. WEDNESDAY 09:00 - 11:30 In one-minute each, the target player and Ethan plays each team's demo. The team writes and draws the target player's good feeling and bad feeling about the demo. With office supplies, the team makes a new variant until the target player and Ethan feels good. Ethan helps each student with design problems. OUT OF CLASS. WEDNESDAY 15:00 - 21:00 Teams design and make their third version. OUT OF CLASS. THURSDAY 09:00 - 11:30 Teams finish their third version. TABLES AT 7TH FLOOR, HVA AMSTEL. THURSDAY 15:00 - 16:00 Students meet without Ethan. In one-minute, the target player plays the team's demo. Each designer writes and draws the user's good feeling and bad feeling about the demo. OUT OF CLASS. THURSDAY 16:00 - 21:00 Teams design and make their fourth version. OUT OF CLASS. FRIDAY 09:00 - 11:30 Teams finish their fourth version. B640, HVA AMSTEL. FRIDAY 12:30 - 13:30 In one-minute each, the target player and Ethan plays each team's demo. The designer writes and draws the target player's good feeling and bad feeling about the demo. TABLES AT 7TH FLOOR, HVA AMSTEL. FRIDAY 13:45 - 16:00 Every student stands by their demo. Ethan, other instructors, guests, and other students play the demos (probably for about a minute each). The game the other instructors and Ethan feel best when playing is awarded a prize.

GAMES MADE FAST

With examples of my feelings in the first few minutes. Each feeling corresponds to one of the cards on the Find the Fun board. ^_^ good feeling (green) v_v bad feeling (red) ?^_^ quest (for a good feeling) (yellow) !^_^ idea (for that quest) (blue) Resonance Dutch Game Garden, Global Game Jam 2010 http://www.globalgamejam.org/2010/resonance ^_^ As Ethan progressively turns on and off more and more blocks, Ethan feels he is learning to become competent. v_v On a level where Ethan only sees red blocks, he tries and fail several times to reach the exit, so he feels hopeless and quits. ?^_^ On this hard level, how can Ethan feel hope? !^_^ There is a gap by one of the red blocks to jump to. Cloudy with a Chance of Pain University of Maryland, Global Game Jam 2010 http://www.globalgamejam.org/2010/cloudy-chance-pain ^_^ Ethan place cloud near missile silo to block missiles and feels proud of his cleverness. v_v Ethan is not sure when he can launch next lightning, click and click, feel frustrated and a little angry. ?^_^ How can Ethan see when he can launch next lightning? !^_^ When recharging, mouse cursor shows gauge, and when enabled, shows the lightning icon. Decepticolor Austria, Global Game Jam 2010 http://globalgamejam.org/2010/decepticolor-0 ^_^ Ethan gradually pick up flipping and gradually think more about flipping, feeling interested and confident. v_v Colored blocks progress in challenge, yet they are only sequences of blocks, so Ethan's motivation wanes, a bit bored of colored blocks. ?^_^ How can Ethan stay motivated to solve progressively difficult flipping puzzles? !^_^ On right side of screen, the solved colored blocks form a jigsaw puzzle picture. Let's Shooting Love Los Angeles, Global Game Jam 2010 http://www.globalgamejam.org/games/let039s-shooting-love ^_^ Beauty girlfriend touches a robot and slices him. v_v With Beauty girlfriend, Ethan click the mouse and nothing happens, so how does Beauty work? ?^_^ How can Ethan use Beauty girlfriend right the first time? !^_^ When click, Beauty swings her sword, but speech bubble above her head reads "Don't push me! I'll take care of them." Bipole Dutch Game Garden, Global Game Jam 2009 http://globalgamejam.org/games/bipole ^_^ Ethan connect two together by freezing their motion (bullet time) and maneuver around magnet, feeling proud of his clever solution. v_v Ethan did not see and recognize a switch on level 6, so was frustrated and felt angry about the misunderstanding. ?^_^ How can Ethan recognize a switch? !^_^ Switch has stereotypical red knob, it wiggles a little. TerrAqua Dunedin, New Zealand, Global Game Jam 2009 http://globalgamejam.org/games/terraqua ^_^ When clouds follow sunlight to make rain which makes plants; Ethan feels a little wonder. v_v All of a sudden the trees are overwatered and Ethan didn't know that was going to happen, Ethan feels embarassed and a little angry. ?^_^ How can Ethan recognize area is becoming overwatered? !^_^ When overwatering, big water drops splash off ground and wave pulses. Tower of Goo Experimental Gameplay Workshop, Carnegie Mellon 2005 http://download.chip.eu/en/Tower-of-Goo-Unlimited_176675.html ^_^ When hear sound of goo ball snap into place, Ethan feels confident he did it right and a corner of a smile appears. v_v Sometimes visualizing beam between goo balls is hard for Ethan to line up, so he feels frustrated. ?^_^ How can Ethan (even more) easily align beam between goo balls? !^_^ When a goo ball is about to switch to another (but has not yet), show the goo start to grow there and shrink from old beam. And Everything Started to Fall Experimental Gameplay, 2010 http://gamejolt.com/freeware/games/and-everything-started-to-fall/files/and-everything-started-to-fall/download/1262/1936/ ^_^ At school Ethan chooses one of two paths: to study or to smoke, so he feels like his choice is telling a moral story. v_v Ethan wants to see more and am trying, but he keep falling or failing to keep up, so he quits in angry humiliation. ?^_^ How can Ethan keep up with falling level and not fall so much? !^_^ At each area upto school and for a minute beyond, increase width of landing platform by one tile. MORE GAMES Dutch Game Garden at Global Game Jam 2010 http://www.globalgamejam.org/games?tid[]=398&title=&tid_1= Dutch Game Garden at Global Game Jam http://www.globalgamejam.org/category/utrecht-netherlands

MAKE A GAME FAST

Global Game Jam 2010 Keynote: Teammates http://www.youtube.com/watch?v=cm4mgMTTN4Q&feature=player_embedded To fit into the two minutes available, I skip to the main advice: time 7:00 through 9:00. How to Prototype a Game in Under 7 Days - 2005 http://www.gamasutra.com/features/20051026/gabler_01.shtml Advanced Prototyping - 2006 http://chrishecker.com/Advanced_Prototyping Common Game Prototyping Pitfalls - 2005 http://lostgarden.com/2005/08/common-game-prototyping-pitfalls.html Prototyping Gameplay - 2009 prototyping_gameplay.swf (2 MB) Press RIGHT ARROW to advance these lecture slides. (Dutch Game Garden 2009) (Korea Game Conference 2009) (Hansung University 2009) MAKE MONEY FAST (A few published games by small team that started as one-week project) World of Goo http://www.worldofgoo.com/ Audiosurf http://www.audio-surf.com/ Crayon Physics http://www.crayonphysics.com/ Galcon http://www.galcon.com/ http://aigamedev.com/open/interviews/inside-galcon-python-ai/

WORKSHOP SCRIPT

10 to 24 students, up to 8 teams with 2 to 5 members each. Actually 24 students with 5 teams of 3 to 5 members each. MONDAY 09:00 - 11:30 25 INTRODUCE (09:00 - 09:30) 5 We all meet and Ethan sets up. 1 Ethan finds a demo at Global Game Jam (Resonance, Cloudy with a Chance of Pain) and passes around USB stick with some games. 5 You find a demo made in one week or less that is like the kind of game you want to make (Global Game Jam) 5 Ethan introduces himself and mentions his credits (The Kingdom of the Winds, Dark Ages, HeroCard Cyberspace, Warhawk, Runesinger). 1 Ethan finds a demo at Global Game Jam and plays first level (Resonance) 1 You find a demo made in one week or less (Global Game Jam) 2 Ethan introduces week. 1 Ethan overviews Monday. 1 Ethan overviews Tuesday. 1 Ethan overviews Wednesday. 1 Ethan overviews Thursday. 1 Ethan overviews Friday. 15 PLAY DEMO (09:30 - 09:45) 1 Ethan introduces exercise 1 You stretch and relax 5 You convince us this demo rocks. 1 You join teams. 1 Ethan (team A) picks target player from team B. Write down player name. 1 Ethan plays demo (Resonance) 1 Ethan writes his good feeling and draws his good feeling about Resonance 1 Ethan writes his bad feeling and draws his bad feeling about Resonance 1 Team B (Deanna) plays Ethan's demo (Resonance) 1 You pick your target player: A picks from B. B picks from C. C picks from A. 1 B plays A's demo. C plays B's demo. A plays C's demo. Ethan plays C's demo. 1 Ethan writes Deanna's good feeling 1 Team writes player's good feeling 1 Ethan draws Deanna's good feeling 1 Team draws player's good feeling 1 Ethan writes Deanna's bad feeling 1 Team writes player's bad feeling 1 Ethan draws Deanna's bad feeling 1 Team draws player's bad feeling 1 Paper prototyping is important 2 Paper Cakes paper prototype is level of paper 30 PLAY MONDAY (09:45 - 10:15) 1 You stretch and relax. 1 Ethan asks his target player (Deanna on team B) to leave the room. 1 Ethan rehearses an idea for the player's bad feeling 1 Team rehearses an idea for the player's bad feeling 1 Ethan writes an idea for the player's bad feeling 1 Ethan draws an idea for the player's bad feeling 1 Team writes an idea for the player's bad feeling 1 Team draws an idea for the player's bad feeling 2 Ethan makes a demo 4 Team makes a demo (B comes back in) 1 B plays Ethan's demo 1 B plays A's demo. C plays B's demo. A plays C's demo. Ethan plays C's demo. 1 Ethan writes B's good feeling and draws a good feeling 1 Ethan writes B's bad feeling and draws a bad feeling 1 Team writes player's good feeling and draw a good feeling 1 Team writes player's bad feeling and draw a bad feeling 1 Ethan writes a quest for B's good feeling 1 Ethan draws a quest for B's good feeling 1 Team write a quest for player's good feeling 1 Team draw a quest for player's good feeling 30 Repeat "play monday" for Tuesday ... and so on for Wednesday, Thursday. (with idea for good feeling instead of bad without quest). 1 Award best demo. 45 JOIN TEAM AND DESIGN 10:45 - 11:30 1 Who has made art for a game? Who has programmed a game? 5 break 5 You join teams and write down name of user. 30 Repeat "play monday" for Wednesday, Thursday (with idea for good feeling instead of bad). (if your team solved player's problem, inject your own idea for demo instead of demo). 1 Ethan writes a good feeling and draws a good feeling for the exercise 1 Team writes a good feeling and draws a good feeling for the exercise 1 Ethan writes a bad feeling and draws a bad feeling for the exercise 1 Team writes a bad feeling and draws a bad feeling for the exercise 1 Go forth and make a demo. 6*60 OUT OF CLASS. MONDAY 15:00 - 21:00 1 Team rehearses an idea for player's good feeling 1 Team writes an idea for player's good feeling 1 Team draws an idea for player's good feeling 6*60 Team makes a demo and takes a break FOR EXAMPLE: PLAQUE ATTACK BY END OF MONDAY Just a toothbrush that moves by mouse. Can you imagine your first player having fun with this? (One designer, one day, To test gameplay, images and music shamefully copied so this is an educational demo only) 3*60 OUT OF CLASS. TUESDAY 07:00 - 10:00 1 Team rehearses an idea for the good feeling 1 Team writes an idea for the good feeling 1 Team draws an idea for the good feeling 3*60 Team makes a demo and takes a break 15 TABLES AT 7TH FLOOR. TUESDAY 14:00 - 15:00 5 All students meet. 1 B plays A's demo. C plays B's demo. A plays C's demo. 1 player writes a good feeling and draw a good feeling 1 player writes a bad feeling and draw a bad feeling 1 Team writes a quest for a good feeling 1 Team draws a quest for a good feeling 1 Team writes a good feeling and draws a good feeling for the exercise 1 Team writes a bad feeling and draws a bad feeling for the exercise 6*60 OUT OF CLASS. TUESDAY 15:00 - 21:00 1 Team rehearses an idea for player's good feeling 1 Team writes an idea for player's good feeling 1 Team draws an idea for player's good feeling 6*60 Team makes a demo and takes a break B640. WEDNESDAY 09:00 - 11:30 5 We all meet and we all setup. Ethan sets up. 5 Ethan analyses emotions: joy, surprise, fear, anger, disgust, sadness. 6*15 PLAY YOUR DEMO 1 Ethan introduces exercise 1 You stretch and relax 1 B plays Ethan's demo (Plaque Attack) 1 You pick your target player: A picks from B. B picks from C. C picks from A. 1 B plays A's demo. C plays B's demo. A plays C's demo. Ethan plays C's demo. 1 Ethan writes B's good feeling 1 Team writes player's good feeling 1 Ethan draws B's good feeling 1 Team draws player's good feeling 1 Ethan writes B's bad feeling 1 Team writes player's bad feeling 1 Ethan draws B's bad feeling 1 Team draws player's bad feeling 5 Break 45 ANALYZE YOUR DEMO 10:45 - 11:30 5 We all return to class. Ethan sets up. 5 Ethan analyses a demo: rules, story, user interface, look and feel. 6*2 Ethan plays each demo. 5 We all go to Tables at 7th Floor and setup. 6*2 Repeat scene "play demo" with each student. 1 Ethan writes a good feeling and draws a good feeling for the exercise 1 Team writes a good feeling and draws a good feeling for the exercise 1 Ethan writes a bad feeling and draws a bad feeling for the exercise 1 Team writes a bad feeling and draws a bad feeling for the exercise 1 Go forth and make a demo. 6*60 OUT OF CLASS. WEDNESDAY 15:00 - 21:00 1 Team rehearses an idea for player's good feeling 1 Team writes an idea for player's good feeling 1 Team draws an idea for player's good feeling 6*60 Team makes a demo and takes a break FOR EXAMPLE: PLAQUE ATTACK BY END OF WEDNESDAY Toothbrush brushes plaque. Can you imagine your first player having fun with this? (One designer, three days, To test gameplay, images and music shamefully copied so this is an educational demo only) 3*60 OUT OF CLASS. THURSDAY 09:00 - 11:30 1 Team rehearses an idea for the good feeling 1 Team writes an idea for the good feeling 1 Team draws an idea for the good feeling 3*60 Team makes a demo and takes a break 15 TABLES AT 7TH FLOOR. THURSDAY 15:00 - 16:00 5 All students meet. 1 B plays A's demo. C plays B's demo. A plays C's demo. 1 player writes a good feeling and draw a good feeling 1 player writes a bad feeling and draw a bad feeling 1 Team writes a quest for a good feeling 1 Team draws a quest for a good feeling 5 Ethan hosts his demo, Plaque Attack 5 Ethan shows quick solutions to his problems: challenge, win, lose. 2 For Plaque Attack, Ethan suggests headphones, lighting, power, reflection, seat, poster with intro and instructions; consider the person watching the player. 1 Team writes a good feeling and draws a good feeling for the exercise 1 Team writes a bad feeling and draws a bad feeling for the exercise 6*60 OUT OF CLASS. THURSDAY 16:00 - 21:00 1 Team rehearses an idea for player's good feeling 1 Team writes an idea for player's good feeling 1 Team draws an idea for player's good feeling 6*60 Team makes a demo and takes a break 3*60 OUT OF CLASS. FRIDAY 09:00 - 11:30 1 Team rehearses an idea for the good feeling 1 Team writes an idea for the good feeling 1 Team draws an idea for the good feeling 3*60 Team makes a demo and takes a break B640. FRIDAY 12:30 - 13:30 5 We all meet and we all setup. Ethan sets up. 5 is everyone clear on feelings? what are the six primary emotions? What is the last game you played? What was your good and bad feeling? 1 someone new plays plaque attack 1 player and all teammembers write good/bad feeling 1 player and all teammembers draw good/bad feeling 2 someone new plays your game 1 player and all teammembers write good feeling 1 player and all teammembers draw good feeling 1 player and all teammembers write bad feeling 1 player and all teammembers draw bad feeling 1 pass them to team leader, and then pass them to ethan. 2 Ethan augments the demo with just-in-time instructions, enthusiastic training, hints, concessions; and without any explanations, excuses, or justifications. 2 plaque attack 1 ethan says good feeling / bad feeling 1 audience says good feeling / bad feeling 2 castle crusaders 1 team says good feeling / bad feeling 1 audience says good feeling / bad feeling 2 tank bash 1 team says good feeling / bad feeling 1 audience says good feeling / bad feeling 2 weird wizard 1 team says good feeling / bad feeling 1 audience says good feeling / bad feeling 2 60 seconds of madness ... 1 team says good feeling / bad feeling 1 audience says good feeling / bad feeling 2 neutralizer 1 team says good feeling / bad feeling 1 audience says good feeling / bad feeling 1 Ethan writes a good feeling and draws a good feeling for the exercise 1 Ethan writes a bad feeling and draws a bad feeling for the exercise 1 Team writes a good feeling and draws a good feeling for the exercise 1 Team writes a bad feeling and draws a bad feeling for the exercise 1 Ethan shows a portfolio. 1 The next step is to add this to your portfolio. 2 at website is more on making games fast. 2 Ethan is looking for playtesters. 1 Go forth and demo your hard work. FOR EXAMPLE: PLAQUE ATTACK BY END OF FRIDAY MORNING Toothbrush brushes plaque on three days with a score. Can you imagine your first player having fun with this? (One designer, four days, To test gameplay, images and music shamefully copied, so this is an educational demo only) TABLES AT 7TH FLOOR. FRIDAY 13:45 - 16:00 Students and professors and guests come around and play. Best demo is awarded (tie between two demos!): Bottoms Up (most original) Neutralizer (highest quality) Honorable Mention Worms Clone (very fun)

FIND THE FUN BOARDGAME

Here are the original print-ready board game components for 24 students: Board (A3 paper) PDF Cards (A4 paper) PDF (2 MB) If you would like to learn how to play "Find the Fun" or would like me to host this workshop at your conference, school, or company, send an e-mail to "kennerly" on this website domain: finegamedesign.com

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