Concept Design. Fun When you make game, you must think what player will receive. The most important of game is fun. Fun is simple. Fun is unnecessary.

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Presentation transcript:

Concept Design

Fun When you make game, you must think what player will receive. The most important of game is fun. Fun is simple. Fun is unnecessary complication. Maybe you may think something which you like and want to share someone.

Let’s see Designer’s ideal Shigeru Miyamoto. He is well-known as Mario father. When he had been young, he would have like adventure. That is a origin of Mario.

He like to explore cave. That is origin of Legend of Zelda. It’s a action adventure game. Game give player adventure in wide world and play can explore for finding treasure. Shigeru’s concept is ease of communicate people.

Let’s see Designer’s ideal Hideo Kojima He is a creator of Metal Gear Series. Stealth game is born by him. He give a new game play when he make MGS3. It’s the fight between Snake and The End.

Let’s see Designer’s ideal Shinji Mikami. He is creator of Resident Evil, Veiwtiful Joe and Devil May Cry. He give a revolution in Resident Evil 4. It’s a camera angle from behind view.

Let’s see how Director design skill in Diablo 3 When he had make class, he would have asked himself “What is appealing for this class” and “Why do we want to play this class”. The Answer of class Barbarian is that he can use only fist destroy everything. He focus on berserk Barbarian that make player more fun.

Someone interest in this can read more at age=topicdetail&id=59235&cat=1&layout= age=topicdetail&id=59235&cat=1&layout=

Reality Vs Cartoon The most present concept of every game is a reality because more game is reality more share feeling in game. Reality is not always important in game. Legend of Zelda: The Wind Walker is a proven because fun isn’t on reality. Nintendo DS is proven too because the importance in NDS is touch pen not graphic.

Game mechanic Vs Game Play Game mechanic is how we control game. Game play is how we play game. Example in Street Fighter is pressing button and character hit!! But game play is predicting what enemy next do.

How we make our game deep? It’s how we make one button playing in many way. It’s not how we make many button playing game. Example is how we do combo in Devil May Cry, how we hunt in Monster Hunter, and how we cooperate for defeating boss in WoW.

Association with player Many game make association with player by leveling, item, skill, secret or rewarding. More association more player share feeling with game.