dgmd e-70 principles of game design lesson #3: design through disruption

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DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

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Page 1: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

DGMD E-70 Principles of Game Design

LESSON #3: Design Through Disruption

Page 2: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

TODAY:

1. Testing Radical Revision Games

2. Discuss Reading

3. Game Design through Disruption

Page 3: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

DESIGN METHOD #3:

DISRUPTION

Page 4: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

WHY DISRUPT?Why change a play mode we enjoy?

Page 5: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

WHY DISRUPT?Why change a play mode we enjoy?

• Boredom – all games necessarily get old, as the game gets less challenging.

Page 6: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

WHY DISRUPT?Why change a play mode we enjoy?

• Boredom – all games necessarily get old.• Will Ware: Pinball Variations

Page 7: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

FPS: First Person ShooterSpecific POV, remove other players.

Hide, run, jump, kill.

Page 8: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

FPP: First Person PortalerCreate Linked Holes Between Walls.

Use momentum to solve puzzles.

Page 9: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

FPM: First Person MutatorConsume power-ups to gain a variety of powers.(including shooting bees out of your hive arm.)

Page 10: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

FP?: First Person…?Firefighter in a burning building: FP-Hoser

Peacenick vs Wallstreet: FP-Flowerer

Short Exercise (10 min):

Work in partners, brainstorm at least five (5) non-violent

applications of FPS mechanic. Choose your

favorite and develop further.

Page 11: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Settlers of Catan:What is the mechanic?

Page 12: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Settlers of Catan:Goal: Reach 10 points with largest number

of settlements/cities + roads and armies

BASE MECHANICS:• Hexagon Map, can change

randomly each game.• Each player chooses a

starting position and grows their settlement out from there.

• Adjacent hexes yield resources when any player rolls the number. Resources may be used to build further, trade with other players, or buy acceleration cards.

• Growing across the opponent’s path blocks their progress.

• Upgrade developments to yield more resources and more points

Page 13: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Disruption: New World Colony by Erik Asmussen/82 Apps

Page 14: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Disruption: New World Colony Goal: Devour the enemy territory

SAME BASE MECHANICS:• Hexagon Map, changes

randomly each game.• Each player chooses a

starting position and grows their settlement out from there.

• Claimed hexes yield resources which may be used to build further.

• Growing across the opponent’s path blocks their progress.

Page 15: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Disruption: New World Colony Goal: Devour the enemy territory

MAIN DISRUPTION:• Once you have upgraded

at east one settlement to a city, you may use Victory Points to capture adjacent enemy territory!

ALSO:1. No trading , but a

dynamic economy: sell a resource and it is cheaper for everyone. Buy a lot of a resource and it gets expensive for everyone.

Page 16: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Disruption: New World Colony Goal: Devour the enemy territory

ALSO:• Build walls (wood or

stone), build ports to colonize water for more gold, build gold mines, wreck a building to build something else…

..But it all stems from the key disruption that claimed territory is not permanent– it can be taken and retaken, back and forth. Great Flow as you quickly build and attack each turn, HUGE Fiero when you make a big conquest.

Page 17: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

The point of Disruption is to make a change that preserves the

familiarity of the game so that entry is easy and the change can

be digested and appreciated.

Page 18: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Too Much Disruption?: Slam Bolt Scrappers

Page 19: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Slam Bolt ScrappersGoal: Destroy Enemy Tower Before Your Tower is Destroyed

Page 20: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Slam Bolt Scrappers: Fighter(with building)

Page 21: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Slam Bolt Scrappers: Tetris(in reverse)

Page 22: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Slam Bolt Scrappers: Tower Defense(like none other)

Page 23: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Now for Design Exercise #3:

• Form NEW Teams of 3! • Grab blank paper/ pens.

Page 24: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

BOARD GAME EXERCISE: DISRUPTION

• 1. TEAMS: Choose NEW teams of three. Everyone needs paper and pen to list types/mechanics/disruptions.

• 2. TYPES: Discuss with each other, taking notes on paper: What are some of your favorite game types?: puzzles, board games, digital games? Any game can be included!

• 3. MECHANICS: For game types you find most interesting, list the core mechanics.

• 4. DISRUPTIONS: Choose game and discuss what results with a change to each mechanic. You do not actually have to do all of them—feel free to bounce around until you hit on something that you find particularly interesting. Do not dismiss any ideas—write them down!

• 5. CHOOSE: Decide which idea you want to pursue further for homework!

Page 25: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Due Next Week:

HOMEWORK #3 : With your new team, revise designs from class or create a new paper Disruption game: one significant mechanic change on a tabletop or digital game type. Submit 1-2 typed pages (3-sentence game idea, gameplay rules) board design, and set-up/play photos.

ALSO: Read McGonigal's "Reality is Broken" Part 2: Reinventing Reality, chapters 9-10 (pp168-215)

Page 26: DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption

Have a Splendid Week!

And don’t forget to email us with questions:

Instructor: JASON [email protected]

Available daily by email.