Game design. Your Personal opinion vs Your Professional opinion.

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Presentation transcript:

Game design

Your Personal opinion vs Your Professional opinion

Milton Glazer on failure

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

And also Presenting Writing and rewriting Discussions with arguments! – And Listening! Analyzing Reflecting

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!

First assignment: Create a pitch document

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

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

Some Document tips

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

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??

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

Ask yourself: “Why?” Each feature must have a reason to be in the game. It should support the core experience in some way.

Setting: What does it feel like? Era/ reality Emotion Theme

What are you known for? Name your USP Special or different? Hook

What is the player doing? Where does the fun come from? Story goals Macro / Chapter / Level goals Micro / Level / Loop goals

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

Special experiences / highlights A typical description of what your game is going to be known for.

You don’t create games for yourself, unless you want to buy 1 million copies yourself.

Kill your Darlings!

Implicit rules vs Explicit rules

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

Allow players to add their own rules

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

Progression & rewards READ IT! Gameplay Design Fundamentals: Gameplay Progression By Mike Lopez

What are you going to reward?

Skill display = Reward

Time investment = Reward

Which one is it for you? Skill? Time investment? or both?

You need to plan your progression and your rewards

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

Tell me I am doing well!

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