Game Design Toolbox

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JORDAN GEORGIEV GAME DESIGN TOOLBOX

Transcript of Game Design Toolbox

Page 1: 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

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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.

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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.

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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.

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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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