Thursday, December 26, 2019

Top Ten Most Read Articles of GDAM

Happy Holidays! I've just noticed that this blog was started 10 years ago! I don't think I've ever done a retrospective, so without further ado, here is the Top Ten list of the most popular articles on Game Design Aspect (according to Google stats):

1.  Great Narrative Stories are the Answer 

This article was the culmination of a series of blog posts about how to measure social impact and effectively change a person's belief system. I summarized Christopher Graves' keynote at the 2017 Games For Change Festival. This article was also cited in the report, "The Limits and Strengths of Using Digital Games as Empathy Machines," by Matthew Farber and Karen Schrier.


This article summarized IGDA GDSIG's roundtable at GDC 2018, which covered a range of topics, including government regulation, microtransactions, and gaming disorder. I was surprised by the 10000+ views, considering how lukewarm the topic seemed at the conference. Since then, Gamasutra has featured articles on ethical game design


This article by Gustavo Guida is about his reactions to the above mentioned roundtable. Gustavo Guida attended the IGDA GDSIG roundtable and the IGDA GDSIG Social Meeting at GDC 2018.  In his article, he divides the various positions held by attendees as Skeptics, Pragmatists, and the Concerned.


In this article, I reflected on my first experience at the Global Game Jam (GGJ). Even though we had less than 2 days to complete a demo, my team made a crowd favorite that was featured in Microsoft NY's recap of GGJ that year.


This was a promotion for my most popular class at PlayCrafting and it also included a link to an interview I did with SciFi Pulse. Since I'm no longer teaching at PlayCrafting, I'm looking to put some courses online.


In this article, I discussed ludonarrative dissonance, a topic that was touched upon by Omar Shakir in his session at the Creative Arts & Technology Conference in 2016. Omar Shakir is Game Director at Avalanche Studios.


Here's another one that surprised me with the amount of views. Perhaps people were searching for a review of John Yorke's master class on video game writing. Rather, this article is a reaction to a review of John Yorke's class, in which he stated that video game companies should look to hiring capable screenwriters.


This is one of my favorite articles on the blog. Several people have said to me that I was spot-on about my observations regarding this segment of educational games.


I became very interested in the topic of creating empathy and player emotion and one of the lectures I attended was from Professor Katherine Isbister, who wrote the book, How Games Move Us: Emotion By Design.  What was interesting about this lecture is that she didn't delve upon stories but rather game design.


Professor Ibrahim Yucel reported on IGDA GDSIG's roundtable at GDC 2019. I'm glad to see IGDA GDSIG hit topics of concern for both the years we were allowed to discuss game design issues at GDC. At previous GDCs, the SIG's roundtables have only been about SIG business.  Hopefully, we will have another successful roundtable next year.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.




Saturday, December 7, 2019

Feedback That Leads to Excellence

In this article, game designer Sande Chen explains why accepted norms of feedback are counterproductive and what we can do instead to help others succeed.

As game designers, we are often asked to give or receive feedback. Some of us already know that there are better ways of giving criticism than vague or general feedback or mean-spirited comments.  Even with that knowledge, some biases can creep into one's feedback. For instance, women are often victims of "benevolent sexism" whereby feedback is withheld to avoid hurting their feelings. This can lead to situations whereby women don't understand why they didn't succeed until they hear behind their backs what the person actually thought about their projects.

So how do we give feedback that encourages others to succeed?  Presumably, that is the end goal of giving feedback.

Well, it turns out that research shows that the most commonly accepted way of giving feedback, whereby we tell someone what they're doing wrong and give suggestions on how to improve it, generally backfires.  This approach is based on erroneous theories about learning. Although it's easy to focus on what you see are the negative aspects of a project, bringing attention to weaknesses triggers the "fight or flight" response in the recipient, smothering any learning that may have been intended.

Photo by Moose Photos from Pexels

Even the language you can use can provoke this reaction. Think about how you are framing the feedback.  Instead of "Here's what you should do," you can say, "Here's what I would do." When someone comes to you for advice, let them talk it out rather than simply giving them your solution. You can say, "What do you feel you are struggling with, and is there anything you've done in the past that's worked in a similar situation?"

On the flip side, recognizing the specific positive action or positive aspects is not simply praise, but a way of highlighting and reinforcing patterns or behaviors. For instance, hardly anyone criticizes toddlers for not walking correctly. Parents don't say "You could have done that without wobbling" or "Stop falling down!" Instead, they celebrate and congratulate those first few tentative steps.

In addition, humans are notoriously unfit for rating the work of other humans due to our own biases. We know how we would do things, but that might not be how someone else would do it and succeed just as well.

As a recipient of vague positive feedback, we can stop and ask for clarification. Ask "Which parts made you feel that way?" or "Which parts worked for you?"  With negative feedback, it's crucial not to place too much importance on what others think, as the negative feedback tends to reflect more on the giver than the recipient.  This is especially relevant in creative fields like game design.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Tuesday, October 22, 2019

The Writer in Westchester

If you're interested in local history, I will be doing a reading of 3 essays about Westchester County's writerly inspirations this Saturday, October 26, at 3:00 PM in the New Rochelle Public Library. It's part of a performance called, Where the Heart Is: Reflections of Home in Westchester.



In addition to my essays, there will be historical tours of our various villages (with photos!) and personal stories of settlers.  

the details!

What: Where the Heart Is: Reflections of Home in Westchester (staged reading)
When:  Saturday, October 26, 3:00 PM
Where: New Rochelle Public Library, 1 Library Plaza, New Rochelle, NY, in auditorium

Tutti Bravi Productions in collaboration with the New Rochelle Council on the Arts presents "Where the Heart Is: Reflections of Home in Westchester". Four Westchester writers explore the places they call home in the county of Westchester, highlighting many of its most appealing attractions: modern cityscapes co-existing with historic treasures; neat and serene neighborhoods; winding parkways; pastoral scenery as well quirky landmarks.

Tutti Bravi Productions, Inc. is a 501(c)(3) nonprofit organization dedicated to honoring the history of Westchester.


Sande Chen is a writer and game designer with over 15 years of experience in the game industry.  Her writing credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing.  She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.

Monday, October 14, 2019

Rewiring History: Hacking the Past Through Games

In this article, game designer Sande Chen reports on a New York Comic Con panel about using entertainment games for history classes.

I had recently started looking at the Gaming the Past website and so, I thought this panel called "Rewiring History: Hacking the Past Through Games" at New York Comic Con on October 8, 2019 might be insightful on the issue of counterfactual histories. The panel was targeted towards teachers who were thinking of using games to teach history in the classroom.

But on the whole, what was presented was more of a "You Were There" flavor rather than parallel universes.  For instance, students can witness the 1772 incident, Burning the Gaspee in VR or be immersed in the events leading up to the Boston Massacre in Mission US: For Crown of Colony? (I worked on that game, btw!)  It was great to see Leah Potter from Electric Funstuff put up a list of how students can demonstrate historical knowledge in Mission US games rather than answer essay questions. Violence was briefly discussed, as it might be unavoidable when studying wars, but it was deemed acceptable if appropriate and tastefully done.

The panelists repeatedly stressed the importance of primary sources visible in the game, something commercial developers might not have, and noted that older games might run better on school computers.  A game that had versions for tablets and computers was also preferable since sometimes, students are using whatever devices they can bring to school.

Raul Carvajal, Production Manager at Games For Change, recommended the game Papers, Please even though the game is set in a fictional country and not based on any historical event. The game has an Eastern European/Soviet feel, he said, and gives players an impression of what it would be like to live in that environment.

Other games discussed were 1979 Revolution: Black Friday, Valiant Hearts, and Assassin's Creed: Origins Discovery Tour.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Saturday, September 21, 2019

Public Science Literacy Through Entertainment Games

In this video, game designer Sande Chen discusses how public science literacy is cultivated through game-based learning, simulations, citizen science games, and game creation.

Last year, I was honored to speak at the 2018 World Conference on Science Literacy in Beijing, China.  It was an amazing day to hear from colleagues and analysts about their work in serious games, game-based learning, or gamification. Many thanks to TenCent Technology, who hosted and organized the forum.

You can view the video online here:  https://v.qq.com/x/page/j0930tmm9c5.html




A summary of the day (in Chinese) is posted here.   


About Me:   

Sande Chen is a writer and game designer with over 15 years of experience in the game industry.  Her writing credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing.  She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.

Thursday, August 29, 2019

Second Annual Interactive Fiction Creator's Conference

Hi!  I'm pleased to share with you that I will be a keynote speaker at the Second Annual Interactive Fiction Creator's Conference, presented by Decision Fiction.  I will be talking about game design and interactive fiction on Saturday September 28th at 11 AM.  The conference is free to attend and online.  Simply sign up at the link.

I hope you will tune in to hear what writers, technologists, and game developers have to say about the state of interactive fiction. The theme is "Interactive Fiction For Everyone!"

I am especially delighted about this event because this will be my second time as an remote speaker. I'm certain it won't be as complicated as the last time when I used an avatar in a virtual world to present a lecture about how technology is changing storytelling. There was no Microsoft Powerpoint in that virtual world, lol!



the details! 

Second Annual Interactive Fiction Creator's Conference
When: Saturday September 28th & Sunday September 29th
Where: Online!
Sign Up Here: https://www.crowdcast.io/e/second-annual/register?session=1

About Me:   

Sande Chen is a writer and game designer with over 15 years of experience in the game industry.  Her writing credits include 1999 Independent Games Festival winner Terminus, MMO Hall of Fame inductee Wizard101, and the 2007 PC RPG of the Year, The Witcher, for which she was nominated for a Writers Guild of America Award in Videogame Writing.  She is the co-author of the book, Serious Games: Games That Educate, Train, and Inform, and was a contributor to Secrets of the Game Business, Writing For Video Game Genres, and Professional Techniques for Videogame Writing.

Friday, August 23, 2019

Preview: Decision Fiction

In this article, game writer Sande Chen gives a preview of the upcoming choice-based story app from Decision Fiction.

Now that the TV viewers have experienced interactive choices on NetFlix's "Black Mirror: Bandersnatch," start-up company Decision Fiction is hoping it's time for prose lovers to fall in love with choice-based stories.  The app will be available on iOS, Android, and messaging services.

Unlike other companies in the CYOA marketplace, Decision Fiction's focus is not on visual storytelling or even gamers, but on writers and readers. Writers don't have to write cinematics or learn scripting. They can submit in Twine or whatever is easiest for them. Meanwhile, readers have Avatars and are guided through the interactive fiction experience by gamification.  There will be Missions, similar to Achievements, that can unlock special badges. Artifacts, a type of power-up, can be bought, won, and used in-game. One example of an Artifact is the Reverse Motion Potion, which allows a reader to undo the last decision. Avatars can be dressed up with costumes, which can also be bought or earned in stories.

While gamification to an extent has been used before in reading communities such as Goodreads, Decision Fiction aims for more than just lists and reviews by the addition of these virtual goods.  This approach is unique among the reader-centric apps.  Even Galatea, which brands itself as "immersive fiction" or "addictive fiction," does not require virtual goods because its interaction consists of ARG-like character text messaging, sound effects, and visuals.

Decision Fiction considers itself an aggregator and distributor of interactive fiction gamebooks. It's a space not quite visual novel and not quite novel. Among its ambitions, Decision Fiction aims to be the one to create a new literary genre for mainstream readers.

To do so, Decision Fiction will include analytics so that writers can see what's working and what's not working for readers. This ecosystem of writers and readers is of utmost importance to the company.

This philosophy comes from a collaboration between an interactive fiction writer and technologists. Last month, I had the opportunity to speak with Sir Robinson and Tejas Bhatt about the genesis of Decision Fiction.  Bhatt had never heard about interactive fiction before meeting Robinson in an Internet chatroom, but was excited by the idea of building a platform that would solve this question: How can interactive fiction be monetized successfully?

Decision Fiction's route of gamifying interactive fiction and using virtual goods may be the answer.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Sunday, July 21, 2019

Storytelling with Game Consequences

In this article, game designer Sande Chen reports on Jason Rohrer's session at the 2019 Taipei Game Developers Conference, in which he gave his thoughts about storytelling in games, games as art, and how his game design processes have evolved.

Independent game developer Jason Rohrer, best known for his game, Passage, debuted an open source image selector (available on GitHub) at the 2019 Taipei Game Developers Forum on Thursday, July 11, 2019 to go along with his non-linear, spontaneous presentation about storytelling in games, games as art, and the evolution of his work.

His latest effort, One Hour One Life, is a multiplayer online survival game in which players can spawn either as a helpless baby, a woman, or a man, and as the title implies, one hour corresponds to one lifetime. Cooperation is key to survival. 

Rohrer took a roundabout approach in explaining why permadeath was necessary in the design of his game. He wanted the players to feel like their choices had real game consequences and so if players allow babies to die, then there's no Undo or Rewind. There will never be a playthrough where the babies live and the players will never know what would have happened if the babies had lived. Since it's multiplayer, all the players are witnesses to the babies' deaths.

One Hour, One Life

Rohrer explained that storytelling engines haven't quite advanced to the point where he didn't feel like the storytelling was forced or fake. They either take the branching narrative approach or AI a la Facade. He's skeptical of AI ever producing great creative works and jokingly asked if we wanted HAL to tell our stories. As for branching narratives, even when there are a multitude of options, he still felt that because the player can replay the choice, the consequences don't feel impactful.  

Rohrer acknowledged that he's usually associated with the genre of games known as "art games," or games with artistic purpose. He thinks about what it is that games can uniquely do and how games can tell stories. None of his games are like Choose Your Own Adventures (CYOA). With Cultivation (2005), it was about building a mechanical system that allows the player to make and reflect on choices within that system. With Passage (2007), the game mechanics are metaphorical as if they were lines of a poem. He continued in this mode until he began to feel like this was like a high school English class where students write essays about what something means. No one goes to the movies to look for symbolism, he pointed out.

Now he thinks about creating "unique aesthetic experiences" that can only occur within video games. For instance, Inside a Star-Filled Sky is an infinite, recursive shooter. One can enter a monster and find another world with monsters and enter those monsters and find another world, etc.  It creates this feeling of diving in so deep that one forgets what one was doing in the first place.  

He mused about whether or not the game industry would ever produce that "Citizen Kane of games" a game so powerfully meaningful it's a transformative experience. He argued that there hasn't even been a game equivalent to the film Titanic, let alone Citizen Kane. He put up a list of games like Shadow of the Colossus, the first Zelda, and Metal Gear Solid II and said that even these amazing games paled as culturally relevant experiences when compared to masterpieces like the novel, Lolita.

Whether or not games are culturally relevant has been a subject of debate for more than a decade.  A watershed moment occurred in 2009 when industry watchers proclaimed with great fanfare that the video game industry had surpassed film because Call of Duty: Modern Warfare 2 (CoD: MW2) had earned over a billion dollars.  Yet, as Rohrer showed in a graph, CoD: MW2 only sold around 20 million units whereas the film Avatar sold 360 million, Titanic sold 400 million, and the classic Gone With the Wind moved a billion units.  Therefore, the average man on the street probably knows Gone With the Wind or Titanic or Avatar, but what about CoD: MW2?  Even if that average Joe were to go play CoD: MW2, Rohrer argued, that person would not say, "OMG this experience has enriched my life! I'm in tears because CoD: MW2 has so deeply changed my life forever."

Rohrer acknowledged that there was a skill barrier to beating and winning at video games. Perhaps, he said, this barrier is so great that video games will never be as accessible as movies, books, and other mainstream media and therefore, cannot achieve cultural relevancy.  Another issue is that as technology marches on, classic games are no longer available, since the hardware becomes obsolete. This didn't occur with other media. Analog TVs still work with converters. CDs from 1983 still work, but a game like Quake was originally designed for specific hardware and emulators don't always capture that original experience. Rohrer had no doubt that engineers could make gaming systems backwards compatible if it were an industry expectation.  

For about 15 years, Rohrer has been creating games that are insightful and innovative. Mainstream media press have found his work to be deeply moving and complex, even tear-inducing. Despite his intellectual ponderings on whether or not video games can be considered masterpieces of art, others have already decided that Rohrer's work fits that description. In 2016, he became the first video game creator to have a solo retrospective in an art museum.

[Jason Rohrer's recorded session will be available on IGDA Taiwan's YouTube channel soon.]

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG., 

Wednesday, July 17, 2019

Braid Behind the Scenes

In this article, game designer Sande Chen summarizes Jonathan Blow's session at the 2019 Taipei Game Developers Forum, in which he gave a behind-the-scenes look at the development of his game, Braid.

Speaking to a packed audience at the 2019 Taipei Game Developers Forum last Wednesday, July 10, 2019, independent game developer Jonathan Blow detailed a three-year struggle against naysayers during the development of his game, Braid. The 2008 runaway indie hit, considered by many to be a masterpiece, obviously defied its critics when it sold 55,000 units in its first week on XBox Live Arcade and earned Blow more than 4 million dollars in revenue.


Blow took the audience back to the very beginning with his Super Rough Draft Version, a bare-bones prototype featuring programmer art made in Paint. Despite the simplicity, this early playable level encapsulated the design principles he intended for the game. He had been thinking about the Rewind ability, in which a player is able to rewind prior actions  This had been implemented in previous games like Prince of Persia: The Sands of Time so that players could rewind and fix mistakes, but hadn't been groundbreaking. Blow wondered how a game would change if a player had unlimited Rewind and did not have to worry about dying.

Moreover, all the puzzles in his game would be tied to this Rewind ability.  It would be about realizing mistakes, seeing the puzzle differently, and taking a different approach.  Because this was an untested concept, he wanted the game genre to be one that was simple and familiar so that when things got weird, players would not get confused.  He chose to do a platformer.

Finally, he was purposefully aiming for a game with "artistic attitude," even though at the time, it was controversial to consider games as art. Film critic Roger Ebert would famously say that video games can never be art. Blow explained that because there was no concept of art games or a big enough indie game community, it was very hard for him to recruit an artist to work on his game.  He would send prospective artists his demo and get shot down.

He read segments of an e-mail from one such artist who gave lots of unsolicited advice on how to make the game better because "the video game industry is very unforgiving." Blow speculated that the artist thought he was a confused newbie who didn't know anything about game design. The Independent Games Festival (IGF) judges in 2006 thought otherwise. Braid won Innovation in Game Design.

Encouraged by this development, Blow resubmitted Braid to IGF the following year, hoping to win a grander prize, but it didn't even become a Finalist.

Steam, which in 2007 was a heavily curated storefront, would be another dead end.  Steam projected that the game would sell less than 5000 copies and rejected the game. Blow even tried a back channel to Valve, which did not succeed.

Still, despite all the negativity from outside sources, Blow's friends maintained that Braid was something special and that they really liked it.

Blow persisted and got the attention of someone at XBox Live but even then, Braid was almost canceled twice by Microsoft and his art outsourcing company lost interest in the game.

Thinking back, Blow wondered why people, especially people paid to find future hits, didn't see Braid's potential.  He concluded that it's really hard for people to look at a work-in-progress and see its finished form.  Because of this, a lot of times, feedback will be wrong or at least conservative.  Therefore, it's vital that a game creator be able to communicate the future vision to team members and others.

In 2008, Braid won numerous awards, including XBox Live Arcade Game of the Year, and a decade later. is considered a transformative work that changed the market landscape by proving that independent games could be financially successful.

[Jonathan Blow's recorded session will be available on IGDA Taiwan's YouTube channel soon.]

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Saturday, July 6, 2019

Pre-K Apps, Screen Time, and Infants

In this article, game designer Sande Chen reviews current guidelines on screen time and discusses what this means for Pre-K app developers.

Recently, the World Health Organization (WHO) revised its guidelines on screen time, recommending severe limits for children under 5.  The guidelines state that infants less than 1 year old should not be exposed to electronic screens of any kind and that children between ages 2-4 should only have one hour of sedentary screen time.  This largely echoes the current guidelines issued by the American Academy of Pediatrics (AAP) in 2016, which state that children under 18 months should avoid all screens except for occasional video chat with family members. As more research emerges on how screen time disrupts normal brain development in infants, it is expected that the AAP will update its guidelines as well.

So what does this mean for app developers in the lucrative Pre-K market?

While most Pre-K app developers target ages 3+, there is a subcategory of educational games and programs known as lapware, ostensibly targeted to the non-verbal child sitting in a caregiver's lap.


We already know from survey data that despite these guidelines, parents routinely expose infants to electronic screens.  Some parents even admit to leaving smartphones and tablets in the crib overnight, perhaps leading to this invention of a crib with a multimedia tablet dock.

While we could abdicate responsibility to parents for making the choice to use electronic babysitters, we can instead choose to address the concerns that screen time is harming child development.

How can we do this?

As I argued in "What's Wrong with Pre-K Game Apps," we should be developing apps for co-use by a caregiver and child.  Children under the age of 3 learn through social interaction and it's important to retain this face-to-face aspect.  Furthermore, we need to tone down the bells and whistles not only because the overstimulation of screen time seems to lead to hyperactivity, but also because young children don't learn very well when there are too many distractions.

Of course, in regards to infants, if parents choose to limit children's screen time, that is all and well, but parents should also remember to limit their screen time too.  A recent 20/20 report entitled "Screen Time" showed clip after clip of babies and toddlers trying to catch the attention of distracted parents with smartphones.  Even young children under the age of 3 are aware when a parent's attention wavers.

Overall, as an industry, we are facing increasing pressure to take responsibility for limiting screen time. By June 2019, apps sold in China will be required to have a "youth mode" to allow parents to limit screen time and prevent children from accessing the app from 10 PM to 6 AM.  This follows similar regulations and fines in South Korea and Taiwan.  Before the regulators come for you, why not show that not all screen time is inherently detrimental to children's health?

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, June 7, 2019

Augmented Reality Gaming Kid Toys

In this article, game designer Sande Chen takes a look at various augmented reality gaming kid toys on the market.

Have you kept up with the latest tech-savvy gaming kid toys?  In the past, there were the little critters that had thumb drives and plugged kids into a virtual world of mini-games.  There were interactive toys that tried to talk with you, or through cleverly scripted questions, made kids feel like a doll or animal really knew them (especially after Mom or Dad inputted birthdates and fave activities).

Considering the popularity of Pokemon Go, it's not surprising that augmented reality has made its debut among educational and entertainment toys.  All of them require an app installation.  Here's a couple to consider.

In 2017, kids age three and up were introduced to Parker the teddy bear, whose owners can play teddy bear doctor by viewing Parker's insides and monitoring the bear's Happiness Factor.  The app also includes a number of math and science puzzles.


Hasbro's first AR offering came in 2018 with the Marvel Avengers: Infinity War Hero Vision Iron Man AR Experience.  The app is downloaded and the phone inserted into the AR goggles so that kids can pretend to be Iron Man and battle enemies in the living room.


The latest of note is LEGO Ninjago AR, which brings LEGO sets to life with animations and characters. Two players can team up and fight against hordes of Dragon Hunters, unlock power-ups, and post high scores.


So far, ratings on Amazon and the Apple app store have been mediocre. There's technical issues such as the app crashing or an ill-fitting helmet.  As more apps come to market and more devices become capable of handling AR, there's hope that these problems will get sorted out.  Despite the snafus, it's an exciting time for kids to be playing with these enhanced physical toys.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Sunday, May 12, 2019

Monetization and its Effect on Design

 In this article, Dr. Ibrahim Yucel summarizes thoughts and discussion held at the IGDA Game Design SIG roundtable on monetization at GDC2019, focusing on three different tiers of monetization integration.

The roundtable started with an invitation for those in the room to share their personal experiences designing or playing games with real money transactions within them. A few developers expressed their concerns about the ethics of the microtransaction model possibly putting their work in a bad light and one developer in particular expressed his wish to avoid microtransactions as a whole since he was not comfortable with it in the current environment. A few others pointed at the success they’ve had with microtransactions, and how the resources and capital it generated provided players with more content.  That improved engagement and kept the game, and its player base, alive.

The roundtable then continued to set a framework for discussing the effect in game economies had on game design, highlighting three potential tiers of integration into a game. First, we identified games in which real money transactions only provide the player with additional cosmetic items for the player to use, with no mechanical impact on the game rules. It was pointed out that even though most found this form of monetization unobjectionable, it still prevents a player from self-expression and ownership, which can be detrimental to their experience. The next tier we identified was paying for access into new or additional content. This was not too problematic as developers acknowledge that much of this additional content could not be made without the additional capital the in-game purchase provided. The negative consequence of this, however, was a potential fracturing of one's player base due to limiting access via purchase. The third tier, and most problematic, was allowing the player to buy power and/or time via real money transactions. We acknowledged that good practice with monetization allowed players to accumulate currency through play in addition to real money transactions, but the roundtable did not come to a consensus on how valuable the players' time should be.

In addition to these tiers, developers also pointed out the difference in purchasing consumables versus purchasing “permanent” virtual items, and marketplace effects on these forms of monetization. The comparison eventually began a discussion on the game Magic: The Gathering (M:TG), which had traditionally been a physical collectable card game but was now fairly successful with the launch of the digital M:TG Arena game. Developers pointed out while the digital version no longer give player the chance to “cash out” via ordering physical copies of their cards like in a previous M:TG digital forms, The reduced cost and convenience of the digital version allowed players who had abandoned the game to return.

The roundtable ended with a open questions session in which students and young developers asked questions of the body. Most questions dealt with if certain monetizations had been tried by others and pros and cons of specific practices.

Overall, I had a exceptionally educational experience at GDC 2019, and would like to thank the Game Design SIG for hosting the roundtable. I feel some were very hesitant to talk about monetization as it has developed many negative feelings in player communities, but still has potential to allow the best game experience for all players, regardless of their personal buy-in.

Dr. Ibrahim Yucel is a scholar of game studies, virtual reality, new media, digital culture, and online communities. His research currently focuses on the evolving forms of gamification and mixed realities. He is the Coordinator of the Interactive Media and Game Design program at SUNY Polytechnic in Utica, NY. He teaches in the Communications and Information Design program at SUNY Poly and is an adviser for the Information Design and Technology masters program.

Sunday, April 14, 2019

Reflections on Mathematics in Game Design

In this article, game designer Sande Chen explains the importance of learning mathematics in the field of game design.

I went to a university so nerdy that answering calculus problems was sometimes the only way to gain entrance to a frat party. Knowledge of mathematics was expected, even of humanities majors like myself. I soon learned that my economics classes were full of calculus proofs and my writing classes, more often than not, had a scientific focus. There was no escape, it seemed, from numbers and mathematics.

Mathematics could be scary. I hated calculating triple integrals. I doubted myself. In my freshman year, I turned down an exciting opportunity to help build a microscope to be sent to outer space because I feared I could not do the calculations. It was not until my class in econometrics that I began to find my way. Unlike today, the tedious number crunching was done by hand rather than computer, but that was helpful to me because then I could clearly see from the large data sets what variables were affecting what.

Despite my initial reluctance, a love affair with numbers would serve me well in my chosen field of game design. It seems odd in these times of free-to-play business models and monetization design, but back then, it was fairly common that I would be asked how my economics background might benefit my career in the game industry. In those days, game companies did not have data divisions devoted to figuring out whether blue or pink lettering sold better. Still, I would point out that in economics, we learn how systems work - how one thing affects another – and that is exactly what a game designer needs to know.

A game designer is often in front of a spreadsheet with a large set of numbers. It's not just about determining prices, but sometimes it's about figuring out hit points, experience points, damage percentages, probabilities, and various character stats. So much of what a game designer does is surrounded by numbers. You could say it's about learning how to think like computer, but even analog games that don't need computers can need numbers. Many beginning game designers ask, “How do we figure out which numbers to use? There are so many things that need numbers.” The answer? By using mathematics.

Moreover, mathematics is truly a universal language. Even in first contact sci-fi movies, we try to communicate with space aliens using mathematics! If a game designer needs to explain how something will work to a computer programmer, then using mathematical equations is one of the best ways. If a game design has to be passed along to a second game designer, then finding mathematical equations in the documentation is such a relief, much better than seeing a bunch of numbers without any explanations. Simply put, mathematics allows you to express the relationships between sets of numbers in a very precise manner. And for game designers, it's best to be precise because the job requires you to know which numbers to use and on what.

This is particularly important to remember when you have loads and loads of numbers that are representing any number of things: weapons, spaceships, armor, potions, psi powers, etc. Since there are newb items or powers ranging up to elite, this means there are number sets. If the game designer finds out that one of the Level 1 items is too strong, then it is much easier to readjust the game balance when all the relationships are known. The entire number set may have to be evaluated and tweaked. You will want to know right away what other numbers are affected by that one change.

The importance of mathematics to game design sometimes comes as a surprise to beginning students. They may have thought of game designers as the “idea people,” but they did not really know what “idea people” actually do. Turning a game idea into reality requires more than hand-waving, especially when there are lots of numbers involved. Game designers can use mathematics to clearly specify their designs.

In short, love math and love games!

[This article was originally written for Mathematics Day at CUNY-Hostos.]

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Tuesday, March 12, 2019

GDSIG at GDC2019: State of Monetization Design

Will you be at GDC next week?  If you're interested in monetization design, be sure to stop by the roundtable presented by the IGDA Game Design Special Interest Group (GDSIG). Dr. Ibrahim Yucel, Associate Professor at SUNY Polytechnic Institute will be discussing how in-game economies affect game design decisions. If you're a GDSIG member, you can pick up your GDSIG ribbon there.

Here's the scoop:

State of Game Monetization Design and Best Practices Roundtable (Presented by IGDA)

Location: Room 211, South Hall
Date: Thursday, March 21
Time: 5:30pm - 6:30pm

In-game economies, many with real money transactions, have become more and more prevalent as developers look to try and replicate the success they see in the mobile and first person shooter titles. However, as more monetization is incorporated into a game’s design, developers risk alienating the game’s community and hurting its overall sales. Worse yet, a monetization model can dictate mechanical changes to the game to make the monetization “worth it” such as reducing loot drops to such a degree that players are forced to trade in an auction house to make progress. This roundtable seeks to discuss best practices in the design of games with monetization in mind. 

Takeaway 
Attendees will share their stories and learn from experienced developers on the current state of monetization in design. This knowledge should help them develop revenue in their titles while building their fan base and game community by increasing the perceived value of their games. 

Intended Audience
Independent game developers, students, economists, and those interested in player behavior and motivations would be the primary audience for this roundtable. In addition, those with experience in data analytics and monetization are welcome to come and share their experience. No prerequisite knowledge is required for the roundtable.

Friday, February 1, 2019

Want to Write for Video Games? GameACon Panel 2017

In this podcast, game writers Sande Chen, David Kuelz, and David Tiegen gives advice based on their experiences breaking into the game industry as writers.

Once again, I am grateful to Michael Beeghley for cleaning up the audio from this fan recording.  It is a little noisy in the beginning, but it gets clearer.  In 2017, there were some challenges with getting all our panelists to the event.  I joked it was like an Agatha Christie novel how people were getting picked off by transportation snafus.  But in the end, after an one hour delay, three of us remained, plus one impromptu moderator. (Really, we grabbed him out of a corridor!)

David Kuelz reveals his past as a butler.  Sande Chen describes juggling different paths into the industry.  David Tiegen discloses how reddit helped him to launch his career.

Want to Write For Video Games?
GameACon October 28-29, 2017

There are as many ways to break into game writing as there are writers, so taking your first steps can be daunting. Join our panel of award-winning writers and designers as they share their successes and struggles with getting a foot in the door of the industry. Whether you dream of writing the next big AAA game or an indie interactive novel, we’ve got the info to set you on the right path. 



You can find other download options here.

GameACon is now held in 3 locations, Atlantic City, Las Vegas, and Queens.


 


A writer and game designer, Sande Chen has over 15 years experience in the industry. Her first game writing credit was on the epic space-combat RPG Terminus which won 2 awards at the 1999 Independent Games Festival. She was later nominated for a 2007 Writers Guild of America award in Videogame Writing for the dark fantasy RPG The Witcher. She is SIG leader of the IGDA Game Design SIG. Find her on Twitter @sandechen  

David Kuelz is the founder of Awkward Pegasus Studios, a writing and story consultancy for game developers. Since starting Awkward Pegasus in 2012, he has written and consulted for game developers nationwide and has led workshops on video game writing and narrative design all across the Northeast, including for the Gotham Writers' Workshop and Playcrafting. He’s currently designing the narrative for an unannounced RPG at Juncture Media.

Despite his calamitous path, David J. Tiegen has survived for over five years  by writing game stories, designing narrative systems, creative directing, producing, and whatever else he ends up doing in the shadows. His reputation, if any - the middling indie wordplopper - is recently that of a horror writer, contributing to games such as Albino Lullaby and Kaigan Games' upcoming followup to Sara is Missing. Before making games, he created comics, music, theatre, radio, and other such artsy stuff that further grew his distrust of stable and respectable career paths.

Sunday, January 13, 2019

How to Teach Game Writing and Other Dilemmas

In this article, game writer Sande Chen reacts to the recent publication of "How to Write a Video Game Story."

The recent Polygon feature, "How to Write A Video Game Story," by Colin Campbell, has elicited some fiery responses, especially regarding how much John Yorke charges for teaching a course in game writing, something for which he does not have any credits. However, right now, the page seems to indicate the course is a joint venture between himself and Caroline Marchal of Heavy Rain fame.  I do not know if the copy has been adjusted since the publication of the article, which is prominently displayed on the homepage.

Other commentators responded to Yorke's remarks that in order to gain better stories, game developers should hire screenwriters who know how to create strong protagonists by analyzing wants vs. needs.  Of course, there are game companies that have hired screenwriters and ended up disappointed.  There are certainly pitfalls for able screenwriters while game writing, as I have pointed out before in this blog, starting with an obsession for the 3-Act structure

In my experience, a screenwriting background does help, but so would a background in journalism or theater arts.  I have experience in all 3 fields, so I can see how they all relate to game writing.

If you've been to one of my workshops or classes or seen it mentioned at PlayCrafting NYC, then you know that I tend to teach based on my game writing experience rather than what I would call "theory."  I absolutely hated it in my writing classes when I was told to learn something, but to not pay attention to it while writing because "anything goes if it works."  I can understand the viewpoint that "theory" or story basics is necessary, just like music theory is necessary for music composition.  I too place a great deal of importance on themes.  But is it necessary to teach theory first or can it be done later? 

An actor friend of me once opined to me, "Can anyone teach anyone how to write?  You're either talented or you're not."  You can teach the basics but beyond that, a person floats or sinks based on that person's skill.  To that end, I feel like talent gives a headstart but the work ethic also matters.  Others feel like everyone is innately creative and it's the art of the teacher to cultivate that writer in everyone.  The teacher ends up being more of a cheerleader. 

Sometimes, I feel like the theory part is great for refining and shaping work rather than acting as a template.  Otherwise, a lot of stories are just too predictable (and therefore, boring). Personally, I like to focus on the practical in my teaching:  how to approach writing tests, what exact tasks might you be asked to do, or how do we shape this experience, etc. With the workshop approach, there tends to be support and sharing as well as feedback.

What do you find most useful in your writing classes?

Look to the summer for my course offerings.  I am planning new workshops.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Wednesday, January 2, 2019

Happy New Year 2019!

Hello, I had some medical issues to take care of, so the blog went on hiatus... but now it's time to get this blog up and moving again!  I will try to get biweekly blog posts up a month rather than commit fully to once a week, but aim for once a week. 

There's lots of posts left in the queue:  a guest post, a podcast, several book reviews, and a post about unions :) 

Also, one of my dearest wishes for this year is to resurrect my former column on women's issues in the game industry and move it to a more accessible format. 

I usually like to interview subjects who have been overlooked by the industry, who are involved in projects and initiatives that really should be publicized, and who are great storytellers.

If that sounds like you, or someone you know, please let me know by sending me an e-mail with the subject heading of "Dame Dev."

Best of luck in the new year!

Sande Chen

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.