Casual Game Design: Designing Play for the Gamer in All of Us
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Transcript of Casual Game Design: Designing Play for the Gamer in All of Us
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Designing Play for the Gamer in All of Us
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What do I mean by casual games?
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A history of casual games in three parts
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Principles of casual game design
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1. Rules & goals must be clear.
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2. Reach proficiency quickly.
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2. Game adapts to player’s life & schedule.
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4. Borrow from the familiar.
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We all know what games are, right?
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A mental model of games
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Intrinsic
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System of Rules
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Goal
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Extrinsic
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Voluntary
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Separate
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Uncertain
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Then there’s the succinct definition:
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“Voluntary effort to overcome unnecessary obstacles.”
Bernard Suits
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The role of the game designer.
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Transform the moment of play
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into a game.
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Core idea
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Clear goals
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Spec/write the rules
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Build
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Playtest
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Iterate
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Have a broad appetite
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Journey to the End of the Night
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Hopscotch Highways
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Ran some, ransom
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Mechanics
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Matching
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Too little.
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Too much.
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New games from tweaks to old mechanics
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Never forget
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Constraints are crucial.
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Sorting
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Limited choices
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More legibility
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More choices
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Less legibility
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No replacement
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With replacement
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Bouncing, Tossing, Rolling & Stacking
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Exploring the system
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Exploring the system
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Exploring the system
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Gravity
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provides
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drama.
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Variability allows for skill.
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Beyond games
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People love collecting stuff
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And they like recognition
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Play to the completist
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An example of our design processMake a casual real-world game
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Our challenges
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Our goals
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Our answer
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Study the mechanics
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Evolve new systems
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Today’s casual player
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Is tomorrow’s hardcore gamer.
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That’s it. Any questions?