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Game design

Game design. Your Personal opinion vs Your Professional opinion

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Page 1: Game design. Your Personal opinion vs Your Professional opinion

Game design

Page 2: Game design. Your Personal opinion vs Your Professional opinion

Your Personal opinionvs

Your Professional opinion

Page 3: Game design. Your Personal opinion vs Your Professional opinion

Milton Glazeron failure

http://vimeo.com/23285699

Page 4: Game design. Your Personal opinion vs Your Professional opinion

Game design

•Gathering ideas•Creating game concepts•Writing Game design docs•Guide production•Test, test and more testing

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And also

•Presenting•Writing and rewriting•Discussions with arguments!

– And Listening! •Analyzing•Reflecting

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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!

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First assignment:Create a pitch document

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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

Page 11: Game design. Your Personal opinion vs Your Professional opinion

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

Page 12: Game design. Your Personal opinion vs Your Professional opinion

Some Document tips

Page 13: Game design. Your Personal opinion vs Your Professional opinion

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

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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??

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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

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Ask yourself: “Why?”

Each feature must have a reason to be in the game.

It should support the core experience in some way.

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Setting: What does it feel like?

Era/ reality

Emotion

Theme

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What are you known for?

Name your USP

Special or different?

Hook

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What is the player doing?Where does the fun come from?

Story goals

Macro / Chapter / Level goals

Micro / Level / Loop goals

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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

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Special experiences / highlights

A typical description of what your game is going to be known for.

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You don’t create games for yourself,

unless you want to buy 1 million copies yourself.

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Kill your Darlings!

Page 24: Game design. Your Personal opinion vs Your Professional opinion

Implicit rules vs Explicit rules

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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

Page 26: Game design. Your Personal opinion vs Your Professional opinion

Allow players to add their own rules

Page 27: Game design. Your Personal opinion vs Your Professional opinion

Give the player the idea or ability to out smart the system

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Progression & rewards

READ IT!

Gameplay Design Fundamentals: Gameplay Progression

By Mike Lopez

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What are you going to reward?

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Skill display = Reward

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Time investment = Reward

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Which one is it for you?

Skill? Time investment?

or both?

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You need to plan your progressionand your rewards

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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

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Tell me I am doing well!

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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