Designing for Collaborative Play

Posted on Leave a commentPosted in 2016 Selected Workgroup Topics, 2016 Workgroup Topic Proposals

Games focused on collaborative play take many shapes and forms (think about the differences and similarities between LoL, WoW, DayZ, Keep Talking and Nobody Explodes, Spaceteam, etc). Competitive play has been analyzed thoroughly over the past decades and have a well established taxonomy that shapes a lot of our modern game design thinking (yomi, counterplay, etc). Can we define the various methods of creating meaningful collaborative play, and create a taxonomy for these design patterns?

Core Games on Mobile?

Posted on 1 CommentPosted in 2016 Workgroup Topic Proposals

While mobile games has been blowing up this decade the platform is dominated by shallow, simplistic or skinner box games (with some notable exceptions). Core games with deep immersion or twitchy control schemes that are common on traditional platforms have so far failed to migrate to this platform. Can we by identifying the limitations and problem areas of the platform find a set of core games on PC/Console that _would_ be suitable to transition to mobile? Alternatively, can we find new solutions to solve or diminish some of these inherent problems (control scheme, session length, form factor/screen size, etc)?

Evaluating Designers

Posted on Leave a commentPosted in 2016 Workgroup Topic Proposals

Compared to other game development disciplines evaluating designer proficiency can be quite tricky. Depending on the specialization there may be no portfolio to review, individual contribution to a design can be hard to determine when you’re hiring, many design decisions have no clear right/wrong and when giving a poor performance review the critique can seem subjective.

Can we create an objective and exhaustive system for evaluating and communicating your game design power level?