wk 2 - 10 commandments of game design
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WK 2Brainstorming a Video Game?
or
Ok, I get the WHY (or dont care) but how am I supposed to analyzethese crazy things in the first place much less MAKE them?
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What is a GAME? DEFINED RULES
DEFINED SPACE
GIVEN SET OF COMPONENTS
SET OF VICTORY CONDITIONS
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How to critically analyze &
brainstorm a VIDEO game: A starting point: The 10 Commandments of
Game Design
**10 MIN. BREAK**
Mechanics
Flow Atmosphere
Innovation
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Tom Halls
10 Commandments ofGame Design
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I. Thou shalt provide a fresh
experience for the player Original games!
Avoid the me too! games
Think outside the box.
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II. Thou shalt give the
player choices Interactive must be for a REASON
If not it could be a movie or a book!
Different choices for your actions shouldresult in different outcomes.
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Actual story choices to make
while playing GTA4:Ivan the Not So Terrible Option 1: If you kill Ivan, he is out o f the story for good. Option 2: If you decide not to kill Ivan, later on in the game he will re-appear as a Random Character.
RuffRider Option 1: If you kill Cherise, she is out of the story for good. Option 2: If you decide not to kill Cherise, later on in the game she will re-appear as a Random Character.
Holland Nights
If you kill Clarence, he is out of the story for good. If you decide not to kill Clarence, later on in the game he will re-appear as a Random Character.
The Holland Play Option 1: If you kill Playboy X, you will get his mansion as your new safehouse. Also, Dwayne will now be your friend and you can call him in case you
need his gang members as backup. Option 2: If you kill Dwayne, you will get $25,000. However, Playboy X will not be your friend.
Blood Brothers Option 1: If you kill Francis McReary, you will drive a shorter route to the cemetery in your Undertaker mission. Option 2: If you kill Derrick McReary, you will drive a longer route to the cemetery in your Undertaker mission. Then, Francis will give you an offer so
you can get rid of a wanted level.
That Special Someone
If you should kill Darko, it will not have an impact on the overall gameplay, aside from slight changes in the dialogue.
The Decision Option 1: If you choose the Deal branch ending, you must kill Dimitri. After that, you will get $250,000 but Roman will get killed. Option 2: If you choose the Revenge branch ending, you must kill Dimitri and Pegorino. However, Kate will get killed.
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III. Thou shalt make
thy game easy touse! Good intuitive controls are the goal
Clear understandable interface
Design elements that are familiar & obvious
Just be careful that you dont violate #1
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IV. Thou shalt provide
quality content Consistent graphics
Good music worth listening to for a while
Guard the quality with your reputation!
Know the difference between really cooland really important
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V. Thou shalt choose fun over
idealism and realism Make games that are above all FUN!
The purpose of the player is to have fun (or
be scared, or intrigued or amazed or learnor whatever it is thats FUN to them!)
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VI. Thou shalt design with your
technology in mind Dont force tech to do what it cant do well.
Dont expect your audience to shell out
megabucks for an upgrade every 6 mo. Treat your limitations as opportunities!
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VII. Thou shalt reward the player
properly for accomplishing tasks Reward the player for doing things
Let the player discover secrets
Let the player tell the story his waywhenever appropriate
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VIII. Thou shalt retain thy focus
during the project Keep the overall design in focus
Dont do the one game to rule them all
Dont throw in the latest thing justbecause you can
Listen to (dont tell) testers
Avoid feature creep and mission creep
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IX. Thou shalt SHOW not TELL
whenever possible Doors come before keys
Teach the player as he goes along
Use visual feedback rather than text (ordialogue) when appropriate
Avoid anything that pulls the player out of
the game experience!
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X. Thou shall respond reasonably and
fairly to player actions. The game must respond as the player
expects
The game world must be consistent No unexplained deaths!
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How to critically analyze &
brainstorm a VIDEO game: A starting point: The 10 Commandments of
Game Design
**10 MIN BREAK**
Mechanics
Flow Atmosphere
Innovation
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Game Analysis Mechanics
Flow
Atmosphere
Innovation
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Mechanics How entertaining, meaningful, or immersive
is what you (i.e., the player) are actually
doing? Are you bored? Frustrated? Totallyconfused? Does the game itself work, orare there glitches or technology issues?
PLAY ME: http://fantasticcontraption.com/
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Flow
How immersive is the story or narrative ofthe game? The level design and pacing?
Do you feel like youre getting somewhere?Is the game either too linear or too open inits structure?
PLAY ME:http://www.xgenstudios.com/play/flow
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Atmosphere How do the art style, sound design, music,
and visual effects influence your playing
experience? Are they distracting?Inappropriate? Derivative?
PLAY ME: http://cdx-thegame.com/
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Innovation Perhaps the hardest Is there anything
about this game that strikes you as different
or unique from other games in that series?Does it make a social, political, orhumanistic point? (and should it?)
PLAY ME:http://magic.pen.fizzlebot.com/
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HW Read Ch. 6 (unless you just want to read
more of it!) of "Ender's Game" by Orson
Scott Card linked to on the blog. Read the online article "Murder YourDarlings" linked on the blog.