doubledutch games: teaching game design

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Fun Game Design Casper van Est Amsterdam University of Applied Science DoubleDutch Games

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Post on 21-Jun-2015

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Casper van Est from the University of Applied Sciences in Amsterdam is going to discuss the teaching of fundamental game design structures such as risk/reward, feedback loops and visual cues, using examples from well known games as well as his own succesful indie game SpeedRunners.

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Page 1: DoubleDutch Games: Teaching Game Design

Fun Game Design

Casper van EstAmsterdam University of Applied Science

DoubleDutch Games

Page 2: DoubleDutch Games: Teaching Game Design
Page 3: DoubleDutch Games: Teaching Game Design

What makes a game Fun?

Page 4: DoubleDutch Games: Teaching Game Design

Not this:

http://www.youtube.com/watch?v=JRO-UVW0uVE

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Then what?

• Ralph Koster & Dan Cook say: Learning is Fun!• We use Skill Atoms, the fundamental building

blocks of Game Design• Useful for:– Analysis: looking at the structure of a game– Design: helps in designing challenges in your game– Testing: provides quantitative questions

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Learning is Fun!

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Learning more is even more Fun!

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This is the first screen.

What are skills that the player can learn just by looking at this screen?

Learning Basic Skills

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Learning Basic Skills

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This is the ‘second’ screen.

What are skills the player learns in this area?

Learning Basic Skills

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Learning Basic Skills

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• What has the player learned so far? – That mario is heading right– That he’ll need to jump (A button) to get there – That he can use his jump to..

• avoid or kill enemies • collect coins • make power-ups appear (by hitting blocks)• smash bricks when big to open new passages• climb over obstacles

• All in the first two screens – probably minutes of play! and without once explicitly telling the player anything

This is good level

design!

Learning Basic Skills

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A Reward for Learning

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http://vacuumflowers.com/star_guard/

Learning Complex Skills

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Learning Complex Skills

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Learning Complex Skills

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• While IWBTG is fun is a sado-machochistic kind of way, it’s mostly frustrating and more fun for the audience than for the player.

• Why? Because it doesn’t teach you anything. In fact, it actively forces you to un-learn everything you’ve ever learned about this game (and games in general)!– The Skill Chain is very wide and extremely shallow

So, what makes a game bad?

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1. Identify skills you want to teach the player2. Stack skills into chains3. Create a deep and wide skill tree4. Use smart level design to teach and test

these skills

How to make a fun game:

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• Raph Koster – A Theory of Fun• Dan Cook – lostgarden.com

Recommended Reading

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Q&A