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COMP150 Game Design LESSON #1: Intro to Course and Brainstorming Mechanics.

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Presentation on theme: "COMP150 Game Design LESSON #1: Intro to Course and Brainstorming Mechanics."— Presentation transcript:

1 COMP150 Game Design LESSON #1: Intro to Course and Brainstorming Mechanics

2 College Instruction:

3 Animation and Workshops

4 Game Design and Production

5 Game Design: New Ways To Think

6

7 Jesse Schell & Jane McGonigal

8 Solved Problems

9 Flow & Fiero blissful productivity victory over huge odds

10 Game Class Projects First month: weekly game design exercises, new teams each week. Week 4: choose final digital game concepts and teams, 2 weeks of preproduction 8 weeks of production, two weeks of final touches and marketing materials

11 First Month: Board, Card, and Spacial Games

12 Who Is Your Audience?

13 Kids games are just like adult games, right?

14 Nope: kids touch differently: BELOW the target

15 Nope: kids comprehend differently: No breakout menus! Early concepts for “DinoTrucks” by Yaya Play Games

16 Kids game with only overlay menus: Final concepts iPad game for kids “DinoTrucks” by Yaya Play Games

17 Week 1: The Audience is You Trust your own sense of fun to start. LISTEN to your colleagues, your testers, and yourself

18 What is a Game? Jesse Schell: Game design is creating play experiences. Game design is about decision making. – Fun is pleasure + surprises – Play is manipulation to satisfy curiosity – A toy is an object you play with – A good to is fun to play with. – A game is a problem-solving activity, approached with a playful attitude

19 Play Experiences What is under our design control, and what is not? Penny Arcade comic by Jerry Holkins and Mike Krahulik

20 What is a Game? Jane McGonigal Voluntary engagement with unnecessary obstacles

21 Optional Class Game: Siggy Search “SIGGY SEARCH” is a game for the first three weeks of class TO PLAY: Get the initials of every student in this course, under their names. The first five students to get all 32 signatures by the start of the fourth week of class will be crowned Rulers of Shmooze. TO GET A SIGNATURE: Outside of classtime, ask a classmate one of the following four questions, and receive an answer of about 2-3 minutes in length. There are no wrong answers, as long as they are thoughtful. 1.What was one of your best game experiences? Tell the story! 2.For whom in your life do you most want to make a game? Why? What kind of interactivity do you think they would enjoy? 3.What is a problem/source of misery in your schools, your homes, your communities, the United States, or the larger world that you wish could be improved with a game? What would it be like if it was improved? 4.What is one of the most interesting things you have learned at Tufts, in a class or out, prior to this semester?

22 Optional Class Game: Siggy Search What are the unnecessary obstacles? How would playing this game help you in this course, if you choose to play it?

23 METHOD 1: Brainstorming Mechanics With Toys story-driven design: mechanic-driven design:

24 METHOD 1: Brainstorming Mechanics With Toys story-driven design: Immersion, flavor, directs attention to elements mechanic-driven design: How you play: how you move, collect assets, and achieve a goal

25 METHOD 1: Brainstorming Mechanics With Toys story-driven design: when it is bad, it’s BAD mechanic-driven design:

26 METHOD 1: Brainstorming Mechanics With Toys story-driven design: good mechanic-driven design:

27 METHOD 1: Brainstorming Mechanics With Toys story-driven design: mechanic-driven design: GREAT

28 Story vs Mechanic example:

29 What is the Story?

30 What is the Mechanic?

31 Portal’s start: Narbacular Drop

32 Originally a very different story, same basic mechanic

33 Example #2: What is the Mechanic?

34 Why a Square Path?

35 “Circular” path = continuous play In Monopoly, players change the board with every turn around it.

36 Change theme and tweak mechanic EXAMPLE: Players are infiltrating a villain’s volcano lair, and the path is precarious series of stones which have a tendency to flip over when a player jumps way from them, revealing lava. This every turn changes the board. Don’t touch the… etc.

37 Now for the Exercise: Teams of 3, 3 boards and a bag per team

38 BOARD GAME EXERCISE: Toy Mechanic Brainstorming INTRO (10 minutes): Everyone gets into teams of 3-4 people. Introduce yourselves. Where are you from? What are some of your favorite games? This can be board games, video games, sports--any kind of game. CHOOSE BOARD (5 minutes): As a team, choose one of the boards. Do not worry about the choice. Just choose one. MECHANIC DESIGN (30 minutes): Open your bag of pieces, and think about how those pieces could be used on your board. Do you want player pieces? If so, how will they move? What assets will you collect, and what do they do for the player when the player gets them? How might the player interact with other players? What is the goal of the game, and what are different ways of achieving it? INITIAL RULES (30 minutes): As a team experiment with ideas until you have a starting system of player movement, asset collection, and goals. Practice “Yes, And” with your team—do not dismiss any ideas—write them down, and discuss which set of ideas you want to try and test first! TESTING (20 minutes): PLAY THE GAME. Discuss what is fun and what could be more fun. Adjust the parameters (rules) of the game. PLAY AGAIN. Discuss and adjust again. PLAY AGAIN. THEME (15 minutes): Come up with a theme for the game: a story to immerse your players and focus attention to mechanics.

39 Game Example: Trolls and Truffles Made in Paul Schuytema’s workshop, GDC 2003

40 MECHANIC: All players start in one circle. Roll to move, lines = # roll to cross. Land on pig’s circle to collect chip and roll to move pig. Land on opponent’s circle to steal chips and send back to start. When all chips collected, player with the most chips wins THEME: Sibling Trolls chase a pig around the forest to collect truffles to feed Father Troll and win his inheritance.

41 Due Next Week HOMEWORK #1: As a team, revise the design from class or create a new board game that is playable in 10-15 minutes. Play the game multiple times to find ways to tweak the rules for more surprises, more “Flow” (productivity) and “Fiero” (victory against odds) Type up the final rules, clean up the board/ token materials, and bring the game to class ready to play. ALSO: Read Schell’s Art of Game Design Chapters 4-6 (pp40-74) on Game Elements.

42 Have a Great Week! And don’t forget to email us with questions: Instructor: JASON WISER Jason.Wiser@Tufts.edu Available an hour after class and daily email. TA: MIKE SHAH Michael.Shah@Tufts.edu Lab hours: Wednesdays 4:30-5:45


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