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2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points.

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Presentation on theme: "2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points."— Presentation transcript:

1 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points. Several images are temporary. Most of them will be enhanced.

2 Class PhilosophyClass Philosophy Fundamental ExercisesFundamental Exercises Advanced ExercisesAdvanced Exercises Designing your own “design games”Designing your own “design games” Overview

3 Cogswell Polytechnical College, Sunnyvale, CA.Cogswell Polytechnical College, Sunnyvale, CA. Paper, cards, dice (no computers)Paper, cards, dice (no computers) 2 to 3 hour workshops2 to 3 hour workshops Focus on one specific topicFocus on one specific topic Class Philosophy

4 Design Goals: A chance for the class to get acquaintedA chance for the class to get acquainted Focus on physical rather than cerebralFocus on physical rather than cerebral Warm Up

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7 What is a Game?

8 Design Goals: Goals come in many formsGoals come in many forms All the rules stay the same, only the goal can changeAll the rules stay the same, only the goal can change How does changing the goal change the game?How does changing the goal change the game? Goals

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10 Design Goals: How do you structure rules?How do you structure rules? What are the key words to prevent ambiguity?What are the key words to prevent ambiguity? Players make up games from scratch by adding one new rule each turnPlayers make up games from scratch by adding one new rule each turn Rules

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13 Design Goals: It’s not enough to put decisions in your game, you need “interesting decisions”It’s not enough to put decisions in your game, you need “interesting decisions” The rules and goals don’t changeThe rules and goals don’t change The players are given a character and must create three actions. Only one action can be taken per turn.The players are given a character and must create three actions. Only one action can be taken per turn. Decisions

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16 Design Goals: Use the items in a room to build an obstacle courseUse the items in a room to build an obstacle course Players must try to get a ping-pong ball into a cupPlayers must try to get a ping-pong ball into a cup Start with a par 1 hole, then slowly add obstacles until the hole becomes par 5Start with a par 1 hole, then slowly add obstacles until the hole becomes par 5 Obstacles

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20 Design Goals: Make an asymmetric game where the two sides are balancedMake an asymmetric game where the two sides are balanced One side is a giant robot that operates autonomouslyOne side is a giant robot that operates autonomously The other side is a squad of 4 tanks under the players’ controlThe other side is a squad of 4 tanks under the players’ control Balance

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22 Design Goals: Learn how to calculate odds while playing a gameLearn how to calculate odds while playing a game Start with simple calculations and slowly progress in difficultyStart with simple calculations and slowly progress in difficulty Show how statistics can give you more information than play testsShow how statistics can give you more information than play tests Odds

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24 Design Goals: Show the students how powerful rewards can beShow the students how powerful rewards can be Roll dice as fast as possible and try to get a double 6.Roll dice as fast as possible and try to get a double 6. Do this for an hour!Do this for an hour! Rewards

25 Design Goals: Using the lessons on odds and rewards, make a casino gameUsing the lessons on odds and rewards, make a casino game Balance the player’s payout with the houses ability to consistently make moneyBalance the player’s payout with the houses ability to consistently make money Make the rules simple, but give the player optionsMake the rules simple, but give the player options Entertainment

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28 Design Goals: Bring in a board game but ignore the rulesBring in a board game but ignore the rules Combine it with another random board gameCombine it with another random board game Mash Up

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30 Design Goals: MMO style game where the rules change as the game is being playedMMO style game where the rules change as the game is being played Each player is either a wizard, thief or warrior and levels up by battling other playersEach player is either a wizard, thief or warrior and levels up by battling other players Guilds tend to form naturally, which opens up new rule requirementsGuilds tend to form naturally, which opens up new rule requirements World of Rulecraft

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32 Design Goals: Take an existing video game and recreate it using cards and diceTake an existing video game and recreate it using cards and dice After removing the graphics, sound and controllers, what will survive?After removing the graphics, sound and controllers, what will survive? Paper Simulation

33 Tony Hawk’s Pro SkaterTony Hawk’s Pro Skater

34 AsteroidsAsteroids

35 The base game must be simpleThe base game must be simple Let the students/players do the workLet the students/players do the work Iterate the lesson constantlyIterate the lesson constantly Making games for designers

36 Thank you! Detailed rules and materials for many of thes games can be found at:


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