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Designing Games to Be Played Over 25 Years

170 views
•
May 20, 2011
by
Big Think
YouTube video player
Designing Games to Be Played Over 25 Years

TL;DR

Designer discusses evolving game design from childhood to conceptual slow games for Metropolis magazine.

Transcript

i actually designed a hobbit board game when i was probably eight years old in my closet because i was slightly embarrassed at the time and so i've been reading the hobbit and um i think at the time i was less interested in that it was a game and i was more interested in drawing the characters and sort of imagining this incredible world that i've b... Read More

Key Insights

  • 🎨 Childhood influences can shape design interests.
  • ❓ Physical elements like inflatables can enhance gaming experiences.
  • 🎮 Conceptual game design challenges traditional short gameplay times.
  • 👾 Slow games can offer unique and engaging experiences.
  • 👾 Time as a game element can change player interactions.
  • 👾 Games can challenge memory and forgetfulness.
  • 👾 Experimental game design can push creative boundaries.

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Questions & Answers

Q: How did the designer's childhood influence their game design?

The designer's first game based on The Hobbit focused on world-building and characters, sparking their interest in imaginative game design.

Q: What was the Big Urban Game and its purpose?

The Big Urban Game in 2003 used giant inflatables in Minneapolis to engage people in thinking about city design through a racing game.

Q: How did the slow games concept come about for Metropolis magazine?

The designer and colleagues were tasked with creating games for Metropolis magazine and decided to explore the concept of time in gaming.

Q: Can you explain some examples of the slow games developed for Metropolis magazine?

Slow games included challenges like being the last person to send a fax, registering a product barcode with a 25-year timeline, and a crossword puzzle lasting 25 years.

Summary & Key Takeaways

  • Childhood: Designed first board game based on The Hobbit, focused on characters and world-building.

  • Digitization: Created the Big Urban Game in 2003 using inflatables in Minneapolis to engage with city design.

  • Metropolis Magazine: Developed slow games concept with unique challenges like being the last person to send a fax.


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