Paper Simulations of Digital Games

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Presentation transcript:

Paper Simulations of Digital Games Stone Librande Creative Director, EA/Maxis The Games These games were not intended to be sold. They had a very specific audience—my 2 sons. This is a major point. By deciding up front that you have no intention of marketing or selling your game then you instantly gain complete freedom as a designer. Suddenly you no longer have to worry about time, money, and team constraints. You don’t have to make compromises with business guys (it’s your bank account, so spend as much as want), production people (who cares if has too many pieces), or the marketing team (the game is its own advertisement).

Take a digital game…

…remove the controller…

…remove the controller…

…the sound and music…

…the sound and music…

…and the graphics

…and the graphics

What’s left?

Exercise #2 Simulate a video game using only pencils, index cards and dice. Use it as a tool to help understand the game’s fundamental design principles. Don’t sweat the details.

Example Game Tony Hawk’s Pro Skater

Example Game Tony Hawk’s Pro Skater

Asteroids

Asteroids

Warcraft The Board Game

Warcraft The Card Game Diablo card game Kill monsters, get treasure, buy better stuff, kill bigger monsters, get bigger treasures…

Civilization The Card Game

Exercise Select a digital game Make a paper prototype What aesthetics survive the change in medium?

Brainstorm Name some games to “unplug.” Break into groups

Build a Paper Version What To Do Identify your game’s play aesthetics Choose one aesthetic element to capture Write it down and put it in the middle of your table Identify the game actions that create that feeling

Build a Paper Version What Not to Do Don’t sweat the details Don’t try to duplicate the whole game Don’t focus on simulating computer functions Don’t make a board!

Beta Test at 3:15 Try to have something playable quickly! Iterate!

Beta Test Send two testers to other tables. Test until 3:45

Discussion Let’s share results. What aesthetics did you capture? What did you leave out?

The Message Play transcends media. Sometimes. Mechanics Dynamics Aesthetics Sometimes.

Using Paper Prototypes Good for understanding existing games. Use these techniques for games in progress. Process is quick and cheap. You don’t need programmers or artists.

Using Paper Prototypes Can’t replace actual gameplay testing. Can give you a head start and keep you focused. Creates a vocabulary to use when discussing your game. Can be used as a tool to educate other team members. Have them play, too!

Elective C 236: Iron Game Designer 224: Facebook Hoedown 222: Feelin’ GRUVI