WEBVTT

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Thank you for sticking around until almost the end. I appreciate it.

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So yeah, my name is Mikael Fiodato. I am based at Tallinn University in Estonia.

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My background prior to converting to game design was in Japanese studies,

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which explains the weird Shinto priest costume in the picture.

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But I'm currently teaching game design and game studies in Estonia.

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And specifically, I teach in a program called Digital Learning Games.

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It's a master's program where we focus on largely creating games for educational contexts and games that address various kinds of societal issues.

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Serious games is the term that people seem to use, although I have my reservations about it.

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It's in my job title, as it happens.

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So we have this sort of practical focus on using games for the good of humanity, which begs for some exciting new ideas.

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However, that is the part that sometimes proves challenging.

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So original ideas, surprisingly or perhaps not so surprisingly, can be in short supply in the classroom in general.

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I don't know about your teaching experience.

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That's something I've been running into every now and then.

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Specifically in game design, there have been studies that indicate that the more experienced gamers in game design programs are also the more problematic students.

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because a lot of the time they're so excited about the new game they've been playing

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that they basically just try to replicate it instead of coming up with something new or different.

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So that is something that you can try and solve by using proper guidance.

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But creativity isn't something you can just order to come, right?

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You cannot just tell yourself to be creative for five minutes starting now and come up with an idea.

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It's a little bit more complex than that.

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We don't really entirely understand how it works either.

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But thankfully, the good news is there are some readily available ideation techniques that can at least get you thinking about how to do something differently.

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So try to prompt some original insights that might not occur to you naturally without other kind of stimuli.

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And I have to clarify here, has anyone studied by any chance psychiatry or those types of things?

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Because ideation is a term that's used very differently in different fields.

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In psychiatry, it refers to thinking of different ways to kill yourself.

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That's not what we're talking about.

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Here we're talking about ideation as

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generating new ideas for, let's say, good purposes.

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A conversation I've been having with a colleague

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from Finland a couple weeks

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actually got me thinking about why is it

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that we value new ideas so much in the first place?

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It might seem like an obvious question

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that doesn't even need asking,

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but actually if you consider the realities

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of working in the game industry,

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A lot of the time originality is not the most valued commodity that you can come across.

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That at least seems to speak to my short stint in a mobile game company like seven-ish years ago,

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where the business model essentially was looking at what's hot on the market,

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trying to make more of the same but slightly better, slightly prettier, slightly nicer sounding,

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and only original ideas that I thought I would be able to implement as assistant game designer at the time

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were quite simply discarded because there was no market data to prove that that was in any way convertible into revenue.

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So maybe innovation isn't something you need all the time to make all the games out there.

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And it's certainly also the case that most innovative ideas fail.

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That's the sad reality of innovation.

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Not all things work out.

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At the same time, there are some things going forward, obviously.

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New ideas are, as a matter of fact, what drives any industry or any medium or any art form forward.

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If it hadn't been for innovation, we would probably still be playing variations of Pong.

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We wouldn't be playing video games in the first place, I guess.

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And the other thing is it's mentally and cognitively a challenging but rewarding task to come up with new ideas in the first place.

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They are emotionally rewarding. They are intellectually stimulating.

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So it's a nice exercise in any sort of educational setting.

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So with that out of the way,

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let's talk about what kinds of innovative ideas

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are out there.

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And I'm using a book by Graham and Backman,

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which comes from more of a sort of

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business studies perspective,

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but it has a sort of a typology of ideas.

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So one type of list there is the derivative idea.

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So you take something that's already there

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and you adjust or modify it

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and make something different out of it.

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This is not sponsored by Coke either, although I wish it was.

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So the soft drink market has been around for years and years,

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and at some point people were becoming more health conscious,

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so the soft drink manufacturers reflected on the change

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and introduced sugar-free versions and stuff like that,

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which is a variation of an existing thing.

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That's what a derivative idea is.

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Then there's the symbiotic idea where you take two things

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that are already out there in the world,

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you mash them together and you see what happens.

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right? You take a mobile phone and a camera and then you have a camera phone.

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Two things in the same package.

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The revolutionary idea is the one type, again,

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I sort of have some reservations about, but the claim is some ideas are so entirely new.

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They knock it out of the park. They completely revolutionize the field. They introduce a paradigm shift and things are never the same.

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The example Graham and Backman uses is the World Wide Web. The problem with that obviously being that while

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While the internet did and did in many ways revolutionize

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the ways we communicate and exchange information,

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it was not without its precursors.

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There are all kinds of computer networks

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like ARPANET starting from the 60s,

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without which the internet would not have evolved

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into the powerful technology that it is.

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Then there's the serendipitous discovery.

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There's no easy way to facilitate that,

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but that's something that just happens

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by a lucky accident, right?

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I think many of you are familiar with the story

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Alexander Fleming discovering penicillin.

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Fleming was a brilliant researcher, but also not very tidy.

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He left petri dishes in his lab.

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He was not specifically looking to develop a cure for bacterial infections,

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but the next morning he comes there, and a substance, a mold, has formed on the petri dishes

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that miraculously can cure lots of diseases that were very causing severe casualties at the time.

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So that just happened.

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Sometimes you just get lucky.

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And then with the rise of digital technologies as well, we place more emphasis, I guess, as a society on using them for all kinds of purposes, including facilitation innovation.

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So one example, I wonder if I can actually show it to you.

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In our program, our students developed one of those idea generation machines, you know, the randomizers that give you some suggestions based on a database.

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This one is specifically for learning games.

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Let's see if anything happens.

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something is happening on my screen that I can just...

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Yeah, give me a sec.

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Okay.

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It's slightly smaller than I was...

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And the layout is messed up as well.

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Okay, that's...

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No, I'm not seeing...

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Here's the cursor.

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Okay, let's see.

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So one armed bandits type of thing, which basically if you're looking for some inspiration

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for a serious game, gives you some kind of a randomized zero player game for literary

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libraries that is.

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So anyways, it gives you a target audience, it gives you a problem, it gives you a design

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element, that type of thing.

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So yeah, you can use computers to assist innovation and discovery as well.

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But how is it that these different types of ideas emerge?

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What does it happen?

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Well, we actually heard earlier today

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about how in our daily lives we go about a lot of routines

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without really paying attention

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to a lot of the things happening

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in front of our eyes and around us

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because there's so much information

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we cannot be really bothered to process

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each individual thing and question everything

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that's happening.

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We rely on a lot of heuristics, mental shortcuts.

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That is how we're able to deal with the world.

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However, in order for innovation to occur,

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mental shortcuts are obviously not doing as much good.

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So we need to take the opposite route

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and break visual thinking patterns

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and try also not to think of the more recent stuff

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because we have a bias towards recently

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experienced phenomena, but also think about

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old and forgotten things in search of inspiration.

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That is partly why dreams that reconfigure our memories

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and counterintuitive associative ways

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are such a rich source of inspiration and ideas

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because there are no conventional thinking patterns

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that they follow.

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However, yes, as I was trying to point out,

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new ideas cannot be entirely new,

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otherwise we'd not be able to understand

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what's going on there.

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So once you've been able to produce

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some kind of a new combination of ideas,

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it's nice to have some contextualization for them

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in familiar categories, otherwise they don't make sense.

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So you use some techniques to break your

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habitual mental shortcuts, you come up with a new idea,

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but then you need to make sense of

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what is actually going on, how does it work.

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Let me give you an example.

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So let's try and think of a different form of video games

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by eliminating one of the,

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that's one technique you use in innovation.

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You take something and you eliminate an element

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that's present there.

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I'll also introduce the technique later.

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Eliminating one of the key features of video games,

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let's get rid of graphics, okay?

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So what we're left with is audio games,

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video games that do not have an audio.

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See, I've sort of simulated generating an idea.

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Does it make sense?

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Not immediately, not necessarily,

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but if you try to put it back into context

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and think who and why would play such a game.

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Well, for one thing, in this kind of context,

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we have a lot of people that have different forms

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of vision impairments, are blind, partly blind,

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whatever it is, who are not able to play regular video games.

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They might find these games more approachable

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and be able to play them,

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but also given how strained our eyes are

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throughout the course of our day,

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how much we rely on visual information,

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people might want to enjoy audio games in the same way

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as they would audio books, in a sense, right?

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So now we're trying to make sense of this originally

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incongruous idea, place it back into context.

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We can try to think of how that actually works in practice.

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And I'm introducing that as a new idea,

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but I have to mention this has been around for a while.

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It's not an innovation that has worked out necessarily

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that well.

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Here's a Japanese game from the mid-90s, released by Sega,

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called Real Sound, Casa Noregreto,

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and it was an audio game specifically made

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to be equally enjoyable by sighted and non-sighted players.

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So just to get that out of the way.

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So what are the actual techniques, right,

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that I advertised that we'll be talking about?

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I'm going to introduce some of you.

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You'll notice that they work in different ways.

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Some of them rely on generating ideas en masse.

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So you generate ideas, essentially,

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until you run out of familiar associations,

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and then the interesting part happens.

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So the quality sort of follows quantity in that case.

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I have an acquaintance who teaches a game design program

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where he forces his students over the course of the semester

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to come up with a thousand game ideas.

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So every day you have to produce several.

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At some point, you basically cannot think

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of regular usual stuff anymore,

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and that's when things get interesting.

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Well, if you can handle that mentally without breaking down.

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So there's that.

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Other techniques basically give you one randomized idea.

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So the fantastic binomial is one technique

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that I'm referencing for that.

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Some of these ideas may be focused more on problem solving

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and address existing issues.

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Other techniques basically just give you an inspiration

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or a starting point that you then figure out

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what to do with.

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I forgot to ask what time am I supposed to be wrapping up?

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Sorry to.

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Yes, Nada, I will give you a sign with this question.

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Okay, good.

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So we can move on then.

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Now I can actually introduce some of the actual techniques.

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So none of these techniques,

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well one of these techniques is specific to games.

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The others come from way before games,

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became a mainstream phenomenon,

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but they're really easily applicable to game design.

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So the fantastic binomial,

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does that ring a bell to anyone?

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Not necessarily.

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It's a generation technique for ideas

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developed by an Italian children's writer, Gianni Rodari,

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presumably not a very well-known figure here in Germany.

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I know for a fact there's one Italian person in the audience.

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Have you heard of Gianni Rodari?

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Of course.

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Of course.

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So in Italy, that's a big name.

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Maybe that was because my elementary school teachers were very keen on that.

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Okay, yeah.

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Because in addition to being a children's writer, he actually wrote a lot about education and creativity and how you interact with children.

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And he wrote a book called The Grammar of Fantasy, which has unfortunately only partially been translated into English.

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He writes in Russian as it happens.

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But so the basic premise is you take two ideas that do not usually go together, and you combine them, and you try to make sense of that, and you see what happens.

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So one exercise that Rodari did was you take two people, have them each write a word on a piece of paper without seeing what the other person is writing.

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And then you get two words, often a nonsensical combination, but you try to make up a story based on that combo.

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So let's take onion and revolution.

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Take five seconds trying to come up with a story based on that.

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Well, Rodari did.

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He wrote an entire novel, or short novel anyway,

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about a rebellious onion living,

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leading a revolution of vegetables against the oppressive tomato

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who was overtaxing them.

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So it's very much like a working class struggle leftist narrative,

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which explains why the Soviet Union at the time made a cartoon out of it,

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which you're seeing a screenshot from.

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So you can make an idea.

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You can make anything into an idea when you give it enough thought.

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That's one technique, 635.

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That is actually closer to home.

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The original paper is in German.

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I don't know if any of you encountered this technique before.

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Then you will now.

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So it's a group brainstorming technique,

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and the basic premise is you group participants in teams of six people.

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You give each participant a sheet of paper and five minutes to write down three ideas

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relevant to a particular problem on a worksheet.

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After the five minutes elapse you pass on the paper to the next person and they have to read your three ideas and add

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three more ideas and you do the cycle

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for six rounds in total and at the end of it you have over 100 ideas generated over just half an hour.

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What happens there is interesting to me. I've tried it with students.

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sometimes it works out quite nicely.

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People draw inspiration from each other

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by reading each other's ideas.

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They build on what's already there on the paper,

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which allows them to sort of bounce off each other's ideas

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without explicitly verbally communicating,

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without having any sort of social awkwardness,

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which is a big thing in Estonia.

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I'm not going into that.

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So you can actually have a collaborative environment

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without really talking to each other.

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That's a nice, I mean, you can talk

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and discuss things afterwards as well, obviously.

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But so that's what the technique is good for

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Another thing I wanted to

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Again, I'm not being paid by the company, but play gen is a company based in London, UK

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That develops all kinds of gamification and game for learning solutions

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One of the things they made was called adding play and it's a card game specifically focusing on

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Making games and creating ideas for games

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So essentially what happens there is you have four types of cards and each card

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corresponds to different elements that could be found in a video game. There's

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the game mechanics, so you get different kinds of mechanics, a different mechanic

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in each card. What does the player actually do in the game? There's a set of

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cards that represent motivation drivers, so what actually keeps the player

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playing the game? What keeps them motivated and interested? The social

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mechanics, so how do you facilitate social interactions between the players and more

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of a sort of relational social process going on there, and what are the victory conditions,

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what do you actually have to do to win the game.

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And then basically one way you can play it is you randomly draw a card of each type and

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then you try to figure out a game idea based on the randomized combination that you got.

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Pretty similar to the idea generation machine we saw earlier.

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And it's quite fun to play in teams as well, especially if people are into games, so they

16:55.480 --> 16:59.480
would be able to relate these mechanics and these examples to exist in games that they

16:59.480 --> 17:03.300
are familiar with.

17:03.300 --> 17:07.660
One technique I would like to introduce in a little bit more detail is SCAMPER.

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Have any of you heard of SCAMPER?

17:10.400 --> 17:14.840
It's not specifically an idea generation technique, it's also a problem solving technique.

17:14.840 --> 17:23.700
And camper is an acronym where the letters stand for substitute, compare, adapt, magnify,

17:23.700 --> 17:27.720
put to another use, and eliminate or minimize.

17:27.720 --> 17:32.280
And I'm going to try and show you how these different verbs can be applied to generating

17:32.280 --> 17:33.600
ideas in games.

17:33.600 --> 17:35.160
Again, those are not my ideas.

17:35.160 --> 17:37.060
Those are just examples I picked up.

17:37.060 --> 17:38.060
So let's say substitute.

17:38.060 --> 17:41.080
Oh, wait, I forgot about the R in camper.

17:41.080 --> 17:42.080
Sorry.

17:42.080 --> 17:43.080
Reverse.

17:43.080 --> 17:44.080
Reverse is the final one.

17:44.080 --> 17:47.500
You take something that's in there, and you change it for something else.

17:47.780 --> 17:52.840
So let's take Tetris and make the Tetromino's physical units, physical blocks.

17:53.160 --> 17:54.280
Then you have analog Tetris.

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I don't know if you've had any experience with that.

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It has been done at a number of game conventions and exhibitions.

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A Tetris game where you physically drag blocks into a container, and you have to put them together.

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They don't disappear magically.

18:08.280 --> 18:08.900
That doesn't happen.

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but it's a variation of Tetris that is also a kind of exercise as well.

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So that's the substitute.

18:17.380 --> 18:21.780
Combine, pretty much similar to the fantastic binomial.

18:22.180 --> 18:24.180
You take two things, mash them together.

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Even if it seems counterintuitive, it might actually work out.

18:27.500 --> 18:32.960
So if anyone's played Plants vs. Zombies, the game makes no logical sense whatsoever.

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The premise is ridiculous, but it's such a good game, right?

18:35.500 --> 18:37.240
you take a tower defense and a farming simulator,

18:37.740 --> 18:40.260
you develop some kind of storyline around that,

18:40.560 --> 18:41.760
and you have an addictive game.

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So there you have it, combined.

18:45.660 --> 18:46.980
A refers to adapt.

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So you would take something that exists elsewhere,

18:49.800 --> 18:51.740
and you apply it and adapt it

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to whatever the context is that you're in.

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So let's say you adapt the distribution model

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from TV series to video games,

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and then you have, instead of a single purchase model

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or a freemium model or whatever else

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seems to be trending now, you have episodic games, right?

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Like Life is Strange, Walking Dead,

19:10.900 --> 19:13.900
several individual episodes you purchase one by one

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that form seasons, right?

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Pretty much like television series.

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M stands for magnify.

19:20.580 --> 19:22.980
So you take something that is already there

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and you make more of it.

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Three-sided football or soccer,

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depending on where you come from, is one example.

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Has anyone played that?

19:31.160 --> 19:32.160
Me neither.

19:32.160 --> 19:37.300
But I did see a match in Germany, as it happens, not actually far from here, in Lüneburg.

19:38.220 --> 19:39.780
It's a very confusing game to play.

19:39.900 --> 19:43.560
So instead of two teams competing, you have three teams, three goals.

19:44.060 --> 19:50.540
It's very unpredictable because teams will form alliances and betray each other just to score against one of the opponents.

19:50.700 --> 19:52.800
And the roles will reverse the next moment.

19:52.800 --> 19:56.200
It's really difficult to follow, apparently very fun to play as well.

19:56.200 --> 20:03.020
So what we've done is we've created an entirely new game by modifying the game of soccer or football.

20:04.240 --> 20:06.160
P stands for put in other use.

20:07.020 --> 20:10.280
Folded is the classic example used in the serious game context.

20:10.720 --> 20:18.740
It's a puzzle game for those not familiar with it, which basically replicates the protein structures found in the human DNA.

20:19.500 --> 20:21.900
You don't necessarily think about it as a player.

20:21.900 --> 20:28.960
But the thing is there was a team of scientists based at a major American University whose name doesn't come up doesn't occur to me

20:28.960 --> 20:32.780
Right now they were trying to decipher the structures of the human DNA

20:32.940 --> 20:40.340
They were stuck for like weeks or months on end and then develop puzzle game based on those problems

20:40.340 --> 20:43.140
And they made its multiplayer competitive

20:43.740 --> 20:49.120
And a lot of these challenges were actually solved by the players within matters a matter of weeks

20:49.120 --> 20:59.120
So you have a puzzle game as a genre that you encounter in video games, you put it into another use, namely science in this context, and they have something like Foldit.

20:59.120 --> 21:01.120
That's the Pien's Camper.

21:01.120 --> 21:06.120
Eliminate. So again, you take something that is there, but you reduce it to the bare minimum.

21:06.120 --> 21:15.120
Let's say you eliminate most of the controls in a video game, and instead of having a complex control scheme, you have something like Flappy Bird, right, just tapping.

21:15.120 --> 21:17.820
Flappy Bird was not the first game to do that, obviously.

21:17.960 --> 21:21.480
There was the Impossible game before that and the Helicopter Flash game before.

21:22.120 --> 21:25.580
Flappy Bird was what really introduced the concept of the one-button game.

21:26.080 --> 21:29.220
And that's a very good example to me of eliminate or minimize.

21:30.220 --> 21:35.440
And I couldn't really find a very persuasive, convincing example for reverse from games.

21:35.440 --> 21:47.080
So I resorted to an obscure RPG game called Tuash, which reverses the logic of all RPG games that I've encountered otherwise,

21:47.440 --> 21:52.220
where you start off real weak, but then the character grows stronger, and you're really powerful at the end.

21:52.960 --> 22:01.100
In that game, you start off real strong, but then you become weaker and have increasing difficulty fighting the monsters and making progress in the game.

22:01.100 --> 22:07.760
And the game itself was marketed as a sort of parable, a metaphor for dementia.

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So it's a semi-serious game which basically displays this.

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It expresses the desperate state and desperate realization that your cognitive capabilities are declining and they're not coming back.

22:19.660 --> 22:22.860
Not a very fun game to play, but a fairly powerful statement.

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So there's that.

22:25.400 --> 22:27.340
Now, I think we have a little bit of time.

22:27.340 --> 22:31.100
So can we try Scamper out real quick and see what happens?

22:31.400 --> 22:38.280
So what's going to happen is in a moment you will see images of the seven famous games on your screen, on the screen.

22:39.100 --> 22:44.160
I'm asking you to choose one game idea and one verb out of the seven verbs in Scamper

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and try to come up with a new game idea based on that prompt.

22:48.080 --> 22:50.720
Try to think of a simple one- to two-sentence description.

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I'm not asking you for game mechanics.

22:52.280 --> 22:55.200
I'm not asking you for details, just a basic concept for a game.

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obviously if you're using combined you'll need two games

22:58.220 --> 23:00.220
but the other one doesn't have to be

23:00.220 --> 23:02.460
from among the seven games on the screen

23:02.460 --> 23:04.040
and let's

23:04.040 --> 23:06.200
actually take

23:06.200 --> 23:07.600
a couple minutes doing that

23:07.600 --> 23:10.580
because it doesn't really take that much time

23:10.580 --> 23:12.440
so here we go, take it away

23:12.440 --> 23:13.560
we have two minutes

23:13.560 --> 23:25.820
I can almost hear you thinking

23:43.560 --> 23:56.900
Also makes for very exciting live streaming.

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You know what?

24:30.280 --> 24:30.820
I lied to you.

24:30.880 --> 24:35.440
Maybe we can take one minute, and then you can, if you want to share the idea with whoever's sitting next to you,

24:35.440 --> 24:38.860
maybe we can take another few seconds to do that, to have a little discussion.

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but then a few more seconds.

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Anyone has an idea?

24:55.480 --> 24:56.100
Lift your hand.

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I have the microphone.

24:56.760 --> 24:58.740
Right, so please feel free to shout it out,

24:58.820 --> 25:00.080
or do we use the mic?

25:00.220 --> 25:01.000
Let's do it properly.

25:01.000 --> 25:01.080
Okay.

25:06.400 --> 25:07.960
The first idea that came to me

25:07.960 --> 25:10.240
to combine Super Mario Bros. with Civilization.

25:10.800 --> 25:13.760
And I had some platformer game where you start as a caveman

25:13.760 --> 25:17.880
and going through centuries until you build a rocket

25:17.880 --> 25:19.920
and fly to Alpha Centauri.

25:20.480 --> 25:24.500
So just improving the character with some new technologies,

25:24.860 --> 25:27.480
but as a platformer running from left to right.

25:28.080 --> 25:30.780
That sounds like a really good prequel to Metroid.

25:32.700 --> 25:33.420
Thank you.

25:33.780 --> 25:35.180
Any other ideas you'd like to share?

25:35.180 --> 25:42.920
I thought about breakout but instead of removing a brick every time you hit you

25:42.920 --> 25:47.360
add another one so you can either make something like Tetris where when you

25:47.360 --> 25:51.260
have a full row it removes itself or maybe something creative where you can

25:51.260 --> 25:58.020
build an image thank you this is actually quite interesting I've done a

25:58.020 --> 26:01.640
number of workshops on these idea generation techniques for kids and if

26:01.640 --> 26:05.300
If you have a group of under 12, 13 years,

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every group will generate the same idea as you just did.

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I don't know why they do that.

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And I've never seen an adult person generate,

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so maybe you have a very youthful mind.

26:13.020 --> 26:14.320
I don't know what it's about Breakout,

26:14.320 --> 26:17.800
but it's specifically that thing where the bricks multiply,

26:17.800 --> 26:19.420
which could be an interesting game.

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So you keep the copyright if you want to make it.

26:23.580 --> 26:26.120
All right, next person.

26:26.120 --> 26:29.620
So I thought of Mario Brothers, and I used reverse,

26:29.620 --> 26:31.420
so I thought of a concept where you play

26:31.420 --> 26:34.540
the enemies I can imagine like a multiplayer game where one player

26:34.540 --> 26:38.680
plays as Mario and has to pass the level but the other one like places all the obstacles

26:38.680 --> 26:41.680
maybe in real time and has to stop him somehow.

26:41.680 --> 26:46.780
This is actually quite cool. There's a fan-based, fan-made game based on Mario called

26:46.780 --> 26:50.820
Goomba's Revenge which has the exact same premise. You are a Goomba and you're

26:50.820 --> 26:54.920
trying to catch Mario as you're running across the level and yeah and there's

26:54.920 --> 26:58.960
Luigi is coming into the picture. It's quite a frustrating game to play but you

26:58.960 --> 27:01.960
look into it and maybe contribute as well. So thanks.

27:03.460 --> 27:08.460
I started also with Super Mario Brothers and I combined the reverse with the

27:08.460 --> 27:14.720
combine to be honest and in my idea you would play also as an enemy type, as a

27:14.720 --> 27:19.280
creature, but there would be a crazy plumber going berserk and you would

27:19.280 --> 27:24.280
have to hide. So you would be actually the creature and I would combine it with

27:24.280 --> 27:30.640
something like Splinter Cell, where you would have to avoid the crazy plumber.

27:30.640 --> 27:35.680
So it's the Mario. Mario, there's the vicious figure, right? There's the, yeah, okay,

27:35.680 --> 27:39.740
he's been harassing all those poor Goombas and whatnot, and eating

27:39.740 --> 27:44.720
all their mushrooms. Okay, that's a good idea, thank you.

27:44.720 --> 27:52.720
I have another one. If you combine the mechanics of Monopoly, so acquiring ground and making profit with it, after all,

27:52.720 --> 27:57.720
with Skyrim, for instance, you have an economy simulation

27:58.740 --> 28:01.860
role playing game, which could alter the story

28:01.860 --> 28:04.840
in the way that you have an influence

28:04.840 --> 28:07.600
on the game's economy, basically.

28:07.600 --> 28:10.660
Right, brilliant, thank you.

28:10.660 --> 28:14.160
So yeah, I mean, we could keep going for quite a while.

28:14.160 --> 28:16.080
This technique is rather productive, I find.

28:16.080 --> 28:17.840
It doesn't really take that much time.

28:17.840 --> 28:21.520
And you can see how it can give you a starting point, right?

28:21.520 --> 28:24.520
It's not exclusively Scamper, but I find Scamper very nice

28:24.520 --> 28:26.320
for these types of workshops.

28:26.320 --> 28:28.860
Feel free to share your ideas with me afterwards as well.

28:28.860 --> 28:32.560
I'd be interested to hear what you came up with.

28:32.560 --> 28:33.260
Oh, yeah.

28:33.260 --> 28:34.300
We've already done that.

28:34.300 --> 28:35.400
Ta-da.

28:35.400 --> 28:38.280
The question that is left unanswered here, however,

28:38.280 --> 28:41.180
is does using a game technique actually

28:41.180 --> 28:44.760
guarantee that the idea I come up with is going to be good?

28:44.760 --> 28:48.100
And the somewhat obvious but still disappointing answer

28:48.100 --> 28:50.680
is no.

28:50.680 --> 28:52.200
It's not enough to come up with an idea,

28:52.200 --> 28:53.780
there's other factors in play,

28:53.780 --> 28:56.960
but if we think about what else do we need

28:56.960 --> 29:00.520
to have a fully functional, vibrant, original idea,

29:00.520 --> 29:03.860
well, if you look into Csikszentmihalyi's book

29:03.860 --> 29:06.040
on creativity, that's the figure better known

29:06.040 --> 29:09.520
in game studies and game design through his flow theory.

29:09.520 --> 29:11.120
He also wrote about creativity.

29:12.460 --> 29:14.660
Well, his argument is that creativity

29:14.660 --> 29:18.100
is a social, interactional process.

29:18.100 --> 29:20.940
Creativity is not contained in the individual.

29:20.940 --> 29:23.700
It's something that arises out of the interaction

29:23.700 --> 29:26.860
between a particular person and a particular domain,

29:26.860 --> 29:31.420
a particular area of expertise such as game design.

29:33.000 --> 29:36.300
It requires development, it requires contextualization,

29:36.300 --> 29:38.920
and it boils down a lot of the time to the interactions

29:38.920 --> 29:42.000
that the creative person has with their field, right?

29:42.000 --> 29:45.320
Other people in their team, the testers, the publishers,

29:45.320 --> 29:48.080
the critics, the game community, right?

29:48.100 --> 29:50.300
It's not enough to just come up with a random idea.

29:50.360 --> 29:51.300
You have to develop it.

29:51.340 --> 29:53.900
You have to validate it through other people's feedback.

29:54.220 --> 29:57.180
And then you might have something interesting going on.

29:59.520 --> 30:03.800
And the other thing is the idea itself may be brilliant,

30:03.940 --> 30:07.400
but it doesn't necessarily translate into a brilliant game every time.

30:07.400 --> 30:10.360
I think you may think to your own gaming experiences

30:10.360 --> 30:14.540
and think of a few ideas maybe of games that were really, really clever

30:14.540 --> 30:16.980
but were not fascinatingly good games necessarily.

30:16.980 --> 30:21.480
I'm into indie games a lot of the time and that's a common problem that you have there.

30:21.480 --> 30:26.860
The idea is brilliant but because of the low production value or any other number of circumstances,

30:26.860 --> 30:29.640
the game never really kind of fulfilled its own potential.

30:29.640 --> 30:30.640
That happens a lot.

30:30.640 --> 30:32.860
So a good idea is not a panacea.

30:32.860 --> 30:34.780
It doesn't solve all the problems.

30:34.780 --> 30:39.380
And also finding an audience that actually responds to the game and reacts to it is another

30:39.380 --> 30:40.380
challenge.

30:40.380 --> 30:44.160
So you need to be sort of market savvy in that regard as well.

30:44.160 --> 30:48.800
So ideation in that sense is just a small part of the game production process, also

30:48.800 --> 30:52.420
a small part of the design thinking process, which I think is a concept that is being used

30:52.420 --> 30:56.900
at this university as well, in user experience design, game design as well, where you have

30:56.900 --> 31:02.580
to find a problem to address that stems from your audience's needs.

31:02.580 --> 31:05.720
You have to define what is the problem.

31:05.720 --> 31:11.280
You have to design a solution to it, prototype, test, do it iteratively.

31:11.280 --> 31:15.140
So every time you find that the audience isn't quite responding to something in your game,

31:15.940 --> 31:16.960
it's just a change.

31:17.100 --> 31:18.200
It's a dynamic process.

31:18.600 --> 31:24.220
So making an idea into a game is a further challenge that is arguably much more complex

31:24.220 --> 31:26.560
than coming up with a good idea in the first place.

31:27.480 --> 31:29.380
So I'm actually wrapping up.

31:29.740 --> 31:32.580
In case you were, I mean, it's been a long day for me as well.

31:32.760 --> 31:33.940
I was barely listening to myself.

31:34.500 --> 31:38.540
So if you were distracted by any factors, short summary of what I've been talking about.

31:38.540 --> 31:42.640
but not every game needs a new original idea.

31:42.640 --> 31:44.940
Apparently I cannot spell either.

31:44.940 --> 31:47.240
But games as a medium and as an art form

31:47.240 --> 31:49.920
certainly do in order to develop.

31:49.920 --> 31:52.220
And we can use various ideation techniques

31:52.220 --> 31:54.900
when we're stuck, when we have the game designer's block,

31:54.900 --> 31:57.380
if that's a thing, to prompt new ideas

31:57.380 --> 32:00.180
when working on a game concept.

32:00.180 --> 32:02.480
And a lot of these techniques essentially boil down

32:02.480 --> 32:05.300
to breaking familiar associations and thinking patterns

32:05.300 --> 32:08.740
and triggering some unexpected associations

32:08.740 --> 32:12.060
that get us thinking in a productive way.

32:12.060 --> 32:15.420
But good ideas themselves are not just something

32:15.420 --> 32:17.400
that arises out of an ideation techniques.

32:17.400 --> 32:20.760
They are rooted in solid knowledge of the domain.

32:20.760 --> 32:23.680
If you're not knowledgeable at all about game design,

32:23.680 --> 32:25.880
however clever the one sentence idea is,

32:25.880 --> 32:28.020
chances are it will be very difficult

32:28.020 --> 32:29.900
to make a good game based on it.

32:29.900 --> 32:34.060
But it's also a social process that relies heavily

32:34.060 --> 32:36.940
on interaction with other people in the field.

32:36.940 --> 32:41.180
And so creating an idea anyhow is just a starting point

32:41.180 --> 32:44.440
in the long and extensive process of making a game.

32:44.440 --> 32:46.420
And that's what I wanted to talk about today.

32:46.420 --> 32:48.980
I'm sorry if I finished too early,

32:48.980 --> 32:50.800
but feel free to chat to me afterwards

32:50.800 --> 32:52.260
and I hope some of these techniques

32:52.260 --> 32:54.440
might be useful and productive for you.

32:54.440 --> 32:55.780
Thank you very much.

32:55.780 --> 33:04.200
Thank you very much.

33:04.280 --> 33:05.860
That was a very inspiring talk.

33:05.960 --> 33:08.700
I at least made 15 photographs, I believe,

33:08.780 --> 33:12.460
of different techniques that you suggested.

33:12.800 --> 33:14.740
I think that's really great, so thank you for that.

33:14.740 --> 33:15.500
Thank you, I appreciate it.

33:15.820 --> 33:19.500
Okay, so any questions or additional game ideas

33:19.500 --> 33:21.200
that burn under your nail?

33:21.200 --> 33:26.360
I think I saw Jens was very excited in the back of me always going

33:27.780 --> 33:29.780
So what's your game idea?

33:33.440 --> 33:35.440
It's not a competition

33:45.100 --> 33:49.180
Right it was like jump up the the career letter right cheat your way

33:51.200 --> 33:57.200
Any more questions maybe or more game design ideas you would like to share?

33:57.200 --> 33:59.200
No.

33:59.200 --> 34:07.200
No? Then we say thank you very much and we will certainly send you a collection of all of the ideas.

34:07.200 --> 34:15.200
Maybe the new designs come up and will be realized next semester and then we will get you to playtest them.

34:15.200 --> 34:20.200
Sounds good. You can also delegate some of your students to come and exchange as well and work on those ideas.

34:20.200 --> 34:25.040
I know someone who's been to Tallinn twice, maybe Linda Pfister, you want to go to Tallinn again?

34:25.040 --> 34:28.040
Well the best is to do it three times, right?

34:30.040 --> 34:32.040
Yeah, that's the magic number, isn't it?

34:32.040 --> 34:34.040
It's the magic number.

34:34.040 --> 34:36.040
Okay, so thank you once more.

34:36.040 --> 34:38.040
Thank you.

