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Game Design |
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"Voluntary engagement with unnecessary obstacles"
- Jane McGonigal, Reality is Broken
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Types of games
- Sports
- Yard Games
- Card games
- Board Games
- Pinball tables
- Video Games
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Verbs -> Game Mechanics -> Player experience
- Verbs are the primary player actions
- "Jump"
- "Attack"
- "Build"
- What verbs do these games have?
- Laivan upotus
- Kirkonrotta
- Super Mario Bros.
- What are game mechanics?
- Wikipedia: "rules that govern and guide the player's actions, as well as the game's response to them."
- Examples of game mechanics:
- Errant Signal: Perceivable Consequence
- As we remember from Playtesting, it helps to put player experience first
- Set goals for player experience:
- "How should the player feel during this sequence?"
- Note: For player exp goals, we don't specify how features are implemented
- Player exp goal example: "Freedom to pursue goals of the game in any order"
- Try to see your game from the lens of player experience
- What is the player thinking?
- What choices are offered? What choices are actually made?
- Prototype fast & playtest very early
- Either by creating a playable demo or, if possible, with pen and paper
- Iterate based on player response
- In the development process, designers becomes blind to their own games
- Due to familiarity...
- designers can make the game frustratingly hard
- designers can forget to explain things that are obvious to them
- The only truth about your game is inside the mind of the player
- If player feedback contradicts with your preconception, it's on you
- Extra: Create interesting outcomes for player mistakes
- The job of a game designer is to teach the player to play the game well
- Zach Gage: Building Games That Can Be Understood at a Glance
- Tim Rogers: Link To The Past's Perfect First 10 Minutes
- Invisible tutorial
- Wikipedia: Bartle's taxonomy of player types
- ♣ Killers
- ♦ Achievers
- ♥ Socializers
- ♠ Explorers
- "Like Myers-Briggs, it's bad for explaining individuals, but good for understanding entire audiences" (Aki Kanerva)
- Honers vs Innovators (see this video):
- Honers: people who like to perfect a skill
- Innovators: people who like to learn a broad range of skills
- Mastery: grown skills in doing/accomplishing a task
- Autonomy: Ability and freedom to make meaningful choices
- Sensation: Physical sensations or the new
- Connection: Feeling connected to others/community
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Choices create a possibility space
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More choices
$\Rightarrow$ More assets to create -
Illusory choices / meaningful choices
- Sometimes the illusion of choice is all you need
- Telltale's Walking Dead is often used as an example
- ...but the illusion breaks when choosing the other option and ending up with the same result
- Sometimes the illusion of choice is all you need
- The initial idea for your game might turn out to be boring to play
- Usually, there is something good, though
- Follow the fun
- If some random interaction happens to create interesting situations, build upon it
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- "Players tend to optimize the fun out of game"
- -> Nudge players towards fun interactions
- Fun isn't the be-all-end-all of game design, however
- Are there some design elements that seem to "create themselves"?
- Follow those elements
- GMTK: The Games That Designed Themselves
- If you were to create a puzzle game, but during design process, you notice that the game benefits from action elements
- Maybe the game wants to be an action game after all?
- GMTK: Why is it so hard to make game design decisions?
- Many games are split into levels, stages, boards, etc...
- The field of level design is an art of its own
- Dan Taylor: Ten Principles for Good Level Design
- Maddy Thorson: Level Design Workshop: Designing Celeste
- GMTK: How Mega Man 11's Levels Do More With Less
- GMTK: Making Hitman 2's Best Level
- Patrick Holleman: Reverse Design: Super Mario World and the accompanying video
- Four-act structure
- Part of the Eastern storytelling tradition
- Works for levels, worlds, whole games
- Ki: Introduce
- Shō: Develop
- Ten: Twist
- Ketsu: Conclude
- GMTK: Super Mario 3D World's 4 Step Level Design
- Ebb and flow
- jazz mickle knows how it's done
- "Gotcha" puzzle design
- Show the lock before the key
- Obvious solution fails!
- GMTK: What Makes a Good Puzzle
- GMTK: How Jonathan Blow Designs a Puzzle
- GMTK: Puzzle Solving... or Problem Solving?
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Story vs gameplay: The ludonarrative dissonance
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Laura E. Hall: Environmental Narrative: Telling Stories Without Saying Anything
- Recognisable silhouettes!
- Versatile verbs
- Dual purpose design: Do more with less
- Meaningful choices
- Feedback loops
- Synergic systems
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Game feel in isolation
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Realistic vs gameistic physics
- What design is good and what is not is usually subjective
- Some subjective rules of thumb:
- Good design solves many problems at once
- (and doesn't introduce new ones)
- Good design explains itself
- use real-world analogues: "water puts out fire"
- Good design fuels creativity
- complex outcomes out of simple rules
- Good design creates more good design
- Good design solves many problems at once
- Wikipedia: Game Design Document is a highly descriptive living software design document of the design for a video game
- Idea -> ( Prototype -> Playtesting ) -> GDD
- Wikipedia: GDD Table of contents
- The original design document of Grand Theft Auto
- Jesse Schell: Art of Game Design
- Tracy Fullerton: Game Design Workshop
- Richard Lemarchand: A Playful Production Process
- Jaakko Kemppainen: Pelisuunnittelijan peruskirja