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The Tenth Annual Game Design Think Tank
Project Horseshoe 2015
horseshoe Workgroup Reports Overview

 

Generative Systems, Meaningful Cores

Explores the building of complex generative systems with meaningful cores that reap all the benefits of procedural generation while constraining the system to sufficiently invoke a vision, make an argument, construct a narrative.

 

7 Amazing Things You Can Do With Words: Qualities of a Massively Popular, Successful Text Experience

Examines the best user interface techniques to bring Text Experiences to the modern gamer.

 

Of Minds and Mobs: Game Design for Shared Avatars and Other Weird Collectives

Examines Shared Avatar and Crowd games in which many players act together to control a single avatar or entity.

 

Designing Games for the Growing 35+ Market

Explores how game designers can use recent data findings, primarily from from Quantic Foundry’s Gamer Motivation Profile, to build appropriate and successful games for the growing age 35+ demographic.

 

Creating Emotionally Safe Workplaces in Game Development

Explores what is meant by an emotionally safe workspace, show the benefits of such a workspace, and advise on how to achieve one in a game development context.

 

The Impending Singularity and How to Use It

Provides a brief overview of AR/VR systems, Hyper-convergent systems, Ubiquitous computing, Artificial Intelligence and Quantum Computing, and how they will potentially disrupt the computational, environmental fabric.

 

Exploring Metagames and Metagame Systems

Describes and discusses various types of metagames, why they are beneficial, and methods to create and support them.

 

Contrary Game Design: Subverting Player Expectations

Explores and promotes the idea of contrary game design, in which the subversion of the mechanics and/or scenarios opposes player expectations.

 

Ranking and Rating Systems

Reviews many common ranking and rating systems as currently used in popular games and sports, identifying the design purposes behind various mechanics within these systems, and examines the weaknesses of current systems, providing suggestions on how to improve them.

 

Augmented Reality Theater As An Entertainment Destination

Provides a template for discussing elements of an augmented reality entertainment destination.

 

Best Practices for Design to Communicate with Other Disciplines

Discusses methods to improve communication between designers and the collaborators on their team.

 

Obscene Player Names in Online Games

Explores the options available to game developers seeking to discourage the selection of obscene names and/or minimize any negative effect on the player community.

 

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select a section:
1. Introduction
2. Workgroup Reports Overview
3. Generative Systems, Meaningful Cores
4. 7 Amazing Things You Can Do With Words: Qualities of a Massively Popular, Successful Text Experience
5. Of Minds and Mobs: Game Design for Shared Avatars and Other Weird Collectives
6. Designing Games for the Growing 35+ Market
7. Creating Emotionally Safe Workplaces in Game Development
8. The Impending Singularity and How to Use It
9. Exploring Metagames and Metagame Systems
10. Contrary Game Design: Subverting Player Expectations
11. Ranking and Rating Systems
12. Augmented Reality Theater As An Entertainment Destination
13. Best Practices for Design to Communicate with Other Disciplines
14. Obscene Player Names in Online Games
15. Schedule & Sponsors