Game Design Toolbox
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Transcript of Game Design Toolbox
J O R D A N G E O R G I E V
G AM E D E S I G N T O O L B O X
G A M E S H A V E A G O A L G O V E R N E D B Y A S E T O F R U L E SL E A D I N G U S T O A N E M O T I O N A L E X P E R I E N C E .
GAME COMPONENTS
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Mechanics describes the particular components of
the game, at the level of data representation and
algorithms. They're are the basic rules.
GAME MECHAN ICS
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Dynamics describes the run-time behaviour
of the mechanics acting on player inputs and
each-others outputs over time. They're
implicitly designed.
GAME DYNAMICS
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Aesthetics describes the desirable emotional
responses evoked in the player when she interacts
with the game system. Empirically designed.
GAME AESTHET ICS
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THE PROBLEM
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D E S I G N - C E N T R I C G A M E D E V E L O P M E N T S T R A T E G Y
BU I LD ING THE GAME
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CORE MECHAN IC
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Supporting or secondary mechanics have the sole
purpose of enhancing the core mechanic.
SUPPORT ING MECHAN ICS
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LOOPS AND ARCS
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Feedback loops. The core gameplay
consists of one or several feedback
loops that make use of the core and
supporting mechanics.
LOOPS
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Broken loops describing one-time events or event chains. Very
often games have a main arc leading to the game's ultimate goal.
ARCS
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EMERGENT GAMEPLAY
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Rules and goals that lead to new and unique gameplay.
Players are faced with a situation in which they
have to guess. As a rule of thumb guessing in games
should be an informed bet instead of a random shot
in the dark.
ROCK , PAPER , SC I S SORS
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Even deterministic systems if complex enough are
enough to generate emergent gameplay. Physics
are a great example - mathematically precise, yet
situations are hard to predict and replicate.
COMPLEX SYSTEMS
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Having unknown information keeps the player
guessing.
HIDDEN INFORMAT ION
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One of the best ways to generate new gameplay
dynamically is to add additional players.
MULT IPLAYER
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FLOW
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Flow is being completely involved in an activity for its own sake. The ego falls
away. Time flies. Every action, movement, and thought follows inevitably
from the previous one, like playing jazz. Your whole being is involved, and
you're using your skills to the utmost.
OPT IM IZE FOR F LOW
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A |B TEST ING
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The best way to evaluate a mechanic, a rule, a goal, or the whole game.
Collecting metrics is vital to any successful game
designer. Metrics are the feedback you will use to
evaluate every single decision.
COLLECT ING METR ICS
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PRACT ICAL T I PS
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Game engines take care of the vast amount of
features you will need in any game. This lets you
focus on the overall game design and development
and not on the technical aspects.
USE A GAME ENG INE
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Prototypes are a quick way to get feedback for any
idea. They will easily save you months of
development of something that very few people
will actually enjoy.
PROTOTYPE . A LOT !
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Games are a lot easier with a partner. Or even a
few! You will have to talk to people, though...
F IND A PARTNER
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C R E D I T S
A L E X A L E X A N D R O V - A W E S O M E C O N C E P T A R T
D A N I E L C O O K - A R C S A N D L O O P S
R O B I N H U N I C K E , M A R C L E B L A N C , R O B E R T Z U B E K -
M D A : A F O R M A L A P P R O A C H T O G A M E D E S I G N A N D
G A M E R E S E A R C H
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T H E E N DT H A N K Y O U
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