Training Industry Quarterly - Fall 2011 - (Page 33)
[OUTCOMES]
Improving Training:
Thinking Like a Game Developer
B Y
K A R L
M .
K A P P
Birds game where players shoot birds at f trainers and training developers i d i i d l Bi d h l h bi d A CAREFUL AND pigs hiding in all kinds of structures was want to engage learners, help them DELIBERATE DESIGN not just “whipped up” in someone’s baseretain knowledge and encourage ment. The Angry Birds development projthem to practice—then, they should apSTRATEGY UNDERLIES ect was a purposeful project created by a proach the design and delivery of training MOST GAME game development company with lots of from the mind-set of a game developer. DEVELOPMENT EFFORTS experience. Rovio, the company that creGame developers routinely create games ated Angry Birds located in Finland, had that are played for hours where the playpreviously published 52 other games and ers are completely immersed in the game created 16 original games. situations doing the same actions over The success of Angry Birds was carefully and over again until they are successful. planned and executed by a 12 person team The success and appeal of games is no accident. In fact, a careful and deliberate design strategy underlies who spent eight months carefully studying the iPhone application ecosystem and developing a game that would appeal to a wide range most game development efforts. Even a seemingly simple game like the widely popular Angry of players. The team wanted to make sure they knew what would
Training Industry Quarterly, Fall 2011 / A Training Industry, Inc. ezine / www.trainingindustry.com/TIQ 33
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Table of Contents for the Digital Edition of Training Industry Quarterly - Fall 2011