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Game design
Your Personal opinionvs
Your Professional opinion
Milton Glazeron failure
http://vimeo.com/23285699
Game design
•Gathering ideas•Creating game concepts•Writing Game design docs•Guide production•Test, test and more testing
And also
•Presenting•Writing and rewriting•Discussions with arguments!
– And Listening! •Analyzing•Reflecting
Desk work?
•Game concepts and game designs
– Word, Excel, Visio, Illustrator
•Functional design document
– Rule sets/mechanics, enemies, levels, playing time and pace,
difficulty, etc
– Keeping and overview, keep an eye out for new ideas and threats
•Making sure everybody knows what to do…and why!
First assignment:Create a pitch document
Rules
• Setup of lessons
– A look at the concepts at hand
– A bit of theory
– Time for work, discussions and help with your doc.
• Create a pitch doc for the digital version of the Party game.
– Same groups as the party games from Tim Bosje
– Same Concept as the party games from Tim Bosje
• 100% attendance is mandetory
• Next Monday
Requirements
• 1 A4 page
• Naming convention – [ADP2013_yournames_your game title.doc]
• Contents
– Title
– Intro text that is descriptive of your game. Explain and spark interest
– Platform
– Genre
– USP
– Setting (story if applicable)
– Game, goals and rewards
The following questions should be answerd. What are you doing in the game? why? How? And what are you getting in
return and how does this lead to progression and how is this linked to the ultimate goal?
– Highlites (optional)
– SWOT analysis
Some Document tips
Common items
• Intro
•Platform / genre / etc.
•For who are you writing the document?
•Don’t assume
•Don’t be afraid to repeat stuff
•Be specific– Names
– Numbers
– Examples
Read you own doc
…he got petrified in the war and was lost forever until a group of scientist
dug him up and unpetrified him…
Wait what??
Be aware of…
•The nameless one (have a game title and name mechanics)
•Vague bullshit (Make sure your mother can understand)
•The-Next-Big-Thing syndrome
•Self projection
•Thinking you know your reader
•Would / should / could / think / believe
Ask yourself: “Why?”
Each feature must have a reason to be in the game.
It should support the core experience in some way.
Setting: What does it feel like?
Era/ reality
Emotion
Theme
What are you known for?
Name your USP
Special or different?
Hook
What is the player doing?Where does the fun come from?
Story goals
Macro / Chapter / Level goals
Micro / Level / Loop goals
Who are your players?
•Target audience
– Who are they
– What do they like/ are they looking for
– You sell your game here
– NOT a rating thing only
– An M rating is not what you want
Special experiences / highlights
A typical description of what your game is going to be known for.
You don’t create games for yourself,
unless you want to buy 1 million copies yourself.
Kill your Darlings!
Implicit rules vs Explicit rules
Implicit rules vs Explicit rule
Explicit
•Created by you
• Is an actual mechanic
•Can not be ignored in the
game
Implicit
•Created by the player
•You allowed the possibility
•Can be changed at any
moment
Allow players to add their own rules
Give the player the idea or ability to out smart the system
Progression & rewards
READ IT!
Gameplay Design Fundamentals: Gameplay Progression
By Mike Lopez
What are you going to reward?
Skill display = Reward
Time investment = Reward
Which one is it for you?
Skill? Time investment?
or both?
You need to plan your progressionand your rewards
Key Elements of Gameplay Progression
•Game Mechanics
•Experience Duration
•Ancillary Rewards (visual, aural, decorative, etc.)
– (in other words with an Environmental Progression
•Practical Rewards (gameplay relevant)
•Difficulty
Tell me I am doing well!
Requirements
• 1 A4 page
• Naming convention – [ADP2013_yournames_your game title.doc]
• Contents
– Title
– Intro text that is descriptive of your game. Explain and spark interest
– Platform
– Genre
– USP
– Setting (story if applicable)
– Game, goals and rewards
The following questions should be answerd. What are you doing in the game? why? How? And what are you getting in
return and how does this lead to progression and how is this linked to the ultimate goal?
– Highlites (optional)
– SWOT analysis