game design workshop - gbv
TRANSCRIPT
Game Design Workshop A Playcentric Approach to Creating Innovative Games
Fourth Edition
Tracy Fullerton
LacnCRC Press V G * ^ J Taylor & Francis Group
Boca Raton London New York
CRC Press is an imprint of the Taylor & Francis Croup, an informa business
A N A K PETERS B O O K
Contents
Foreword xix
Preface xxi
Acknowledgments xxiii
Image Credits and Copyright Notices xxvii
Introduction xxxi
Part 1 Game Design Basics 1
Chapter I The Role of the Game Designer 3 An Advocate for the Player 3
Playtesters 4
Passions and Skills 6
Communication 6
Teamwork 7
Process 7
Inspiration 8
Becoming a Better Player 9
Creativity 70
A Playcentric Design Process 12
Setting Player Experience Goals 12
Prototyping and Playtesting 12
Designers You Should Know 13
Iteration 76
The Iterative Design Process 18
Prototypes and Playtesting in the Industry 21
V
V i Contents
Designing for Innovation 23
Conclusion 23
Designer Perspective: Christina Norman 24
Designer Perspective: Warren Spector 27
Further Reading 29
End Notes 29
Chapter 2 The Structure of Games 31 Go Fish versus Quake 31
Go Fish 3?
Quake 32
Comparison 32
Engaging the Player 38
Challenge 39
Play 39
What is a Puzzle? 4 0
Premise 45
Character 45
Story 46
Dramatic Elements 46
The Sum of the Parts 47
Defining Games 47
Beyond Definitions 48
Conclusion 50
Designer Perspective: Jane McGonigal 5?
Designer Perspective: Randy Smith 54
Further Reading 56
End Notes 56
Chapter 3 Working with Formal Elements 57 Players 57
Invitation to Play 58 Number of Players 58
Roles of Players 58
Player Interaction Patterns 59
Persuasive Games 65
Objectives 68
Summary 73
Procedures 74
Connect Pour 74
Super Mario Bros 74
Contents VII
Comparison 74 System Procedures 75
Defining Procedures 76 Rules 76
Rules Defining Objects and Concepts 77
Rules Restricting Actions 79 Rules Determining Effects 79 Defining Rules 80
Resources 80
Lives 87
Units 87 Health 82 Currency 82 Actions 82
Power-ups 82 Inventory 83 Special Terrain 83
Time 84
Conflict 85
Obstacles 86
Opponents 86 Dilemmas 86
Boundaries 87
The Mechanic is the Message 88
Outcome 91
Conclusion 92
Designer Perspective: Tim LeTourneau 93
Further Reading 95
End Notes 95
Chapter 4 Working with Dramatic Elements 97 Challenge 97
A Challenging Activity That Requires Skill 99 The Merging of Action and Awareness 99
Clear Goals and Feedback 99 Concentration on the Task at Hand 700 The Paradox of Control 700 The Loss of Self-Consciousness 707 The Transformation of Time 707 Experience Becomes an End in Itself 707
VI I I Contents
Play 102
The Nature of Play 702
Types of Players 704
Levels of Engagement 704
Premise 105
Character 108
Story 112
Directing Games for Emotion 114
World Building 117
The Dramatic Arc 117
Conclusion 122
Designer Perspective: Dr. Ray Muzyka 723
Designer Perspective: Don Daglow 725
Further Reading 127
End Notes 127
Chapter 5 Working with System Dynamics 129 Games as Systems 129
Objects 730
Properties 730
Behaviors 737
Relationships 737
System Dynamics 133
Deconstruct ing Set 134
Tic-Tac-Toe 736
Chess 737
Mastermind versus Clue 738
Economies 740 Simple Bartering 740
Complex Bartering 747
Simple Market 742
Complex Market 743
Metaeconomy 744
Emergent Systems 746
Interacting with Systems 148
Information Structure 748
Control. 749
Feedback 757
Interaction Loops and Arcs 153
Tuning Game Systems 159
Conclusion 160
Contents IX
Designer Perspective: Alan R. Moon 767 Designer Perspective: Frank Lantz 764
Further Reading 166
End Notes 166
Part 2 Designing a Game 167
Chapter 6 Conceptualization 169 Where Do Ideas Come From? 169
Brainstorming 171
Brainstorming Best Practices 772 Alternative Methods 174
List Creation 774 Idea Cards 774
Electronic Arts Preproduction Workshop 175
Mind Map 779 Stream 0/ Consciousness 779 Shout It Out 779 Cut It Up 779 Surrealist Games 7ÖO Research 7ÖO
Editing and Refining 181
Technical Feasibility 182 Market Opportunity 7Ö2 Artistic Considerations 7Ö2 Business/Cost Restrictions 7&2 A Conversation with Will Wright 183
Turning Ideas into a Game 188
Focus on the Formal Elements 7Ö9 Practice, Practice, Practice 790 Feature Design 790 Getting the Most out of Focus Groups 191
Feature Storyboards 793 Experimental Gameplay 194
Ideas vs. Designs 198
Conclusion 198
Designer Perspective: Josh Holmes 799 Further Reading 201
End Notes 201
X Contents
Chapter 7 Prototyping 203 Methods of Prototyping 203
Physical Prototypes 203 Battleship Prototype 204
More Examples 206 Up the River Prototype 206 Prototyping a First-Person Shooter 209 Catastrophic Prototyping and Other Stories 210
Perspective on Physical Prototyping 275 Prototyping Your Original Game Idea 216
Visualizing Core Gameplay 276 Building the Physical Prototype 277 The Design Evolution of Magic: The Gathering 219
Refining Your Visualization 233 Making the Physical Prototype Better 234
Beyond the Physical Prototype 234
Conclusion 235
Designer Perspective: James Ernest 236
Designer Perspective: Katie Salen 238 Further Reading 240
Chapter 8 Digital Prototyping 241 Types of Digital Prototypes 241
Prototyping Game Mechanics 242 Prototyping Aesthetics 244
Prototyping Kinesthetics 245 Prototyping Technology 247 Using Software Prototypes in Game Design 248
Prototyping Cloud 252
Designing Control Schemes 254
Prototyping for Game Feel 257
Selecting Viewpoints 260
Overhead View 267 Side View 267 Isometric View 267 First-Person View 262 Third-Person View 262
Effective Interface Design 264
Form Follows Function 264 Metaphors 264
Contents XI
Visualization 2ö5 Grouping Features 265 Consistency 266
Feedback 266 Prototyping Tools 266
Programming Languages 267 Game Engines 267 Level Editors 267
Conclusion 271
Designer Perspective: David Perry 272 Designer Perspective: Elan Lee 274
Further Reading 276
End Notes 276
Chapter 9 Playtesting 277 Playtesting and Iterative Design 278
Recruiting Playtesters 278
Self-Testing 278 Playtesting with Confidants 279 Playtesting with People You Do Not Know 280 Finding the Ideal Playtesters 280 Playtesting with Your Target Audience 280
Conducting a Playtesting Session 281
Why We Play Games 282
Introduction (2-3 Minutes) 285 Warm-Up Discussion (5 Minutes) 285
Play Session (75-20 Minutes) 285 Discussion of Game Experience (75-20 Minutes) 285 Wrap-Up 286
Methods of Playtesting 288
How Feedback from Typical Gamers Can Help Avoid Disappointing Outcomes 289
A Primer for Playtesting: Don't Follow These Rules! 293
The Play Matrix 299
Taking Notes 3 0 0
Basic Usability Techniques 302
Do Not Lead 302 Remind Testers to Think Out Loud 302 Quantitative Data 302 Metrics in Game Design 303
Data Gathering 306
Test Control Situations 308
X I I Contents
Playtesting Practice 309
Connect Four 309 Final Analysis 370
Conclusion 310
Further Reading 310
End Note 310
Chapter 10 Functionality, Completeness, and Balance 311 What Are You Testing For? 311
Foundation 372 Structure 372 Formal Details 372 Refinement 313
Is Your Game Functional? 313
Is Your Game Internally Complete? 314
Solution #7 3?5 Solution #2 3?5
Solution #3 315
Solution #4 3?5 Discussion 375 Loopholes 376 Loopholes versus Features 377 Dead Ends 320 Wrapping Up Completeness 320
Is Your Game Balanced? 321
Balancing Variables 327 Balancing the Dynamics 322 Reinforcing Relationships 322 Dominant Objects 323 Dominant Strategies 325 Balancing Positions 325 Symmetrical Games 326 Asymmetrical Games 326 Asymmetrical Objectives 328 Ticking Clock 328 Protection 328 Combination 329 Individual Objectives 329 Complete Asymmetry 329 Balancing for Skill 337 Balancing for the Median Skill Level 332
Contents X I I I
Balancing Dynamically 332 Balancing Computer-Controlled Characters 333
Techniques for Balancing Your Game 333
Think Modular 333
A Conversation with Rob Pardo 334
Purity of Purpose 341 One Change at a Time 347 Spreadsheets 347
Conclusion 342
Designer Perspective: Brian Hersch 343
Designer Perspective: Heather Kelley 345 Further Reading 347
End Notes 347
Chapter 11 Fun and Accessibility 349 Is Your Game Fun? 349
Challenge 349 Play 357 Story 354 Analyzing Appeal 354
Improving Player Choices 355
Types of Decisions 356 Dilemmas 357 Cake-Cutting Scenario 35Ö The Prisoner's Dilemma 359 Puzzles 367 Rewards and Punishments 362
Anticipation 364 Surprise 364
Progress 365
The End 366 Fun Killers 367
Micromanagement 367 Tuning and Balance: Us vs. It 368
Stagnation 373
Insurmountable Obstacles 374 Arbitrary Events 375 Predictable Paths 375
Beyond Fun 376
Is Your Game Accessible? 376
Using Audio as a Game Feedback Device 378
X I V Contents
Conclusion 382
Designer Perspective: Robin Hunicke 383
Designer Perspective: Lome Lanning 386
Further Reading 388
End Notes 388
Part 3 Working as a Game Designer 389
Chapter 12 Team Structures 391 Team Structure 392
Publisher versus Developer 392
Developer's Team 394
Game Designer 394
Producer 395
Building Inclusive Design Teams 396
Programmers 4 0 0
Visual Artists 407
QA Engineers 403
Specialized Media 403
Level Designer 404
Publisher's Team 405
Producer 405
Marketing Team 406
Executives 406
Q>4 Engineers 407
Usability Specialists 407
User Research and Metrics 408
Team Profile 409
All Contr ibute to the Design 409
Team Building 410
Team Communication 410
Conducting Meetings 477 Ägi7e Development 477
Conclusion 412
Designer Perspective: Nahil Sharkasi 473
Designer Perspective: Matt Firor 476
Designer Perspective: Jenova Chen 478
Further Reading 421
End Note 421
Contents X V
Chapter 13 Stages and Methods of Development 423 Stages Defined 423
Concept/Contract 424 Preproduction 426
Production 427 QA/Polish 428
From Classroom to Console: Producing flOw for the PlayStation 3 429
Ongoing Production 431 Using Agile Development 431
Agile Project Planning 433
Goals 433 Priorities 434 Schedule 434
Budget 435 Scoping and Revising 436 Opportunities for Indie Gamemakers 437
Milestones and Approvals 440 Conclusion 440
Designer Perspective: Michael John 441 Designer Perspective: Jeff Wafson 445
Further Reading 447
Chapter 14 Communicating Your Designs 449 Visualization 449
Flowcharts 451
Tables and Spreadsheets 453
Concept Art 453
Description 454
Virtual Reality and the Oculus Rift 455
Formats for Design Documents 458
Contents 459
Design Macros 464
Conclusion 465
Designer Perspective: Anna Anthropy 466
Designer Perspective: Rob Daviau 468 Further Reading 469
End Notes 469
L
X Y I Contents
Chapter 15 Understanding the New Game Industry 471 The Size of the Game Industry 471
Platforms for Distribution 472
Consoles 473
Sony PlayStation 4 473 Microsoft Xbox One 473
Nintendo Switch 473 Computer (PC and Mac) 473 Mobile (Phone and Tablet) 474 Virtual Reality and Alternate Reality 474
Genres of Gameplay 474
Action Games 475 Strategy Games 475 Role-Playing Games 475 Mobile Game Design and Zombies, Run! 476
Sports Games 479
Racing/Driving Games 479 Simulation/Building Games 479
Flight and Other Simulations 480 Adventure Games 480 Educational Games 480 Children's Games 480
Casual Games 480 Experimental Games 481
Publishers 481
Electronic Arts 481 Square Enix 481 Nintendo 481 Sony Computer Entertainment 482
Developers 482
The Business of Game Publishing 483
Element 7: Development 483 Element 2: Licensing 484 Element 3: Marketing 4S5 Element 4-. Distribution 4S5
Conclusion 486
Designer Perspective: Keita Takahasi 487 Designer Perspective: Graeme Bayless 489
Further Reading 492
End Notes 492
Contents XVII
Chapter 16 Selling Yourself and Your Ideas to the Game Industry... 493 Getting a Job at a Publisher or Developer 493
Educate Yourself. 493 Academic Programs 494
Play Games 494 Design Games and Levels 494 Know the Industry 495 Networking 495 Organizations 495 Conferences 495 Internet and E-mail 496 Starting at the Bottom 496
Interning 497 QA 497
Pitching Your Original Ideas 497
Pitch Process 498
Pitch Materials 498 What Happens after the Pitch 500
Independent Production 501
Conclusion 501
Designer Perspective: Erin Reynolds 502 Designer Perspective: Matt Korba 505 Designer Perspective: Asher Vollmer 507
Further Reading 508
Conclusion 509
Index 511