wk 2 - 10 commandments of game design

Upload: albrackin

Post on 29-May-2018

218 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    1/26

    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?

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    2/26

    What is a GAME? DEFINED RULES

    DEFINED SPACE

    GIVEN SET OF COMPONENTS

    SET OF VICTORY CONDITIONS

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    3/26

    How to critically analyze &

    brainstorm a VIDEO game: A starting point: The 10 Commandments of

    Game Design

    **10 MIN. BREAK**

    Mechanics

    Flow Atmosphere

    Innovation

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    4/26

    Tom Halls

    10 Commandments ofGame Design

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    5/26

    I. Thou shalt provide a fresh

    experience for the player Original games!

    Avoid the me too! games

    Think outside the box.

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    6/26

    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.

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    7/26

    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.

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    8/26

    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

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    9/26

    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

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    10/26

    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!)

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    11/26

    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!

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    12/26

    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

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    13/26

    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

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    14/26

    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!

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    15/26

    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!

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    16/26

    How to critically analyze &

    brainstorm a VIDEO game: A starting point: The 10 Commandments of

    Game Design

    **10 MIN BREAK**

    Mechanics

    Flow Atmosphere

    Innovation

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    17/26

    Game Analysis Mechanics

    Flow

    Atmosphere

    Innovation

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    18/26

    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/

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    19/26

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    20/26

    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

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    21/26

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    22/26

    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/

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    23/26

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    24/26

    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/

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    25/26

  • 8/8/2019 WK 2 - 10 Commandments of Game Design

    26/26

    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.