Jimmy Chattin - I make better games.

Sunday, September 29, 2013

What I Learned - 11

A lot this week, but next week covers the Indie Speed Run Game Jam's lessons!

What I Learned - 9/22 to 9/28



  1. Game design is not about the shipping of a product, but the lifetime iteration to perfect a craft.
    1. Eric Zimmerman; How I Teach Game Design: Prologue
  2. Nearly any way you describe games is useful in someway, at some-point, to the definition of what games are; design fundamentalism should be faced with skepticism.
    1. Eric Zimmerman; How I Teach Game Design: Prologue
  3. A designer should never get hung-up on the "correct" application of game-making theory when faced with a problem; just go forth and do!
    1. Eric Zimmerman; How I Teach Game Design: Prologue
  4. Be prepared; always have an updated resume that can be sent whenever.
    1. Lucian Tucker; Breaking Into The Industry: Daniel Lingen, Community Manager
  5. If managing a community, the first best-practice is "adapt to your community".
    1. Julien Wera; Online Community Management: Communication Through Gamers
  6. The triad of Marketing, Public Relations, and Community Management are the only avenues players have to the game pre-release.
    1. Julien Wera; Online Community Management: Communication Through Gamers
  7. The rules of Community Management: Know your community, communicate, be honest, and don't underestimate the community.
    1. Julien Wera; Online Community Management: Communication Through Gamers
  8. Researchers have discovered 4 cornerstones to what a group needs to be considered a community:
    1. Membership.
    2. Influence.
    3. Integration and fulfillment of needs.
    4. Shared emotional connection.
      1. Philip Driver; The Beginner's Guide to Community Engagement
  9. A set of motivations that drive players to be a community are:
    1. Anticipated Reciprocity, where players interact to get interaction back;
    2. Increased Reputation, so they can improve their standing among peers;
    3. A Sense of Efficacy, whence players believe a difference is being made by their presence.
      1. Philip Driver; The Beginner's Guide to Community Engagement
  10. All community specialists need to be player focused, game experts, able leaders, swell storytellers, educators, thick-skinned, and patient with all.
    1. Philip Driver; The Beginner's Guide to Community Engagement
  11. Jennifer Grayeh, from Forbes, lays out 4 pillars of community management: Growth, Engagement, Listening, and Improvement.
    1. Philip Driver; The Beginner's Guide to Community Engagement
  12. Riot uses five pillars in managing a world-class community:
    1. Shield players from negative behavior.
    2. Remove or reform toxic players.
    3. Create a culture of sportsmanship.
    4. Reinforce positive behaviors.
    5. Create better match chemistry.
      1. Jeffery Lin; The Science Behind Shaping Player Behavior in Online Games
  13. Seeing the color red only briefly can hinder performance in goal-oriented tasks by ~20%.
    1. Jeffery Lin; The Science Behind Shaping Player Behavior in Online Games
  14. Hearing, reading, or doing something deemed "Elderly" can reduce a person's walking speed.
    1. Jeffery Lin; The Science Behind Shaping Player Behavior in Online Games



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