Transcript
Page 1: Think Game Play!  2006-advanced-prototyping/  016

Think Game Play!

http://blog.codedread.com/archives/2006/02/12/gdc-2006-advanced-prototyping/

http://www.gamasutra.com/gdc2007/index.php?id=13016

Page 2: Think Game Play!  2006-advanced-prototyping/  016

Production CycleConcept designPrototyping (Pre-production)Production

Art conceptStoryboardingWritingLevel designModeling and animationProgramming, behavior and toolsPlaytestingRevisions

Post production

Page 3: Think Game Play!  2006-advanced-prototyping/  016

Outside Source: Chapter 5 (Working with System Dynamics)

External Resources: Chapter 7 and 8 (Rollings and Adams)

Page 4: Think Game Play!  2006-advanced-prototyping/  016

is an assemblage of entities/objects, real or abstract, comprising a whole with each and

every component/element interacting or related to another one.

Page 5: Think Game Play!  2006-advanced-prototyping/  016

Games are SystemsObjectsPropertiesBehaviors

Actions that an object can takeRelationships:

Using Rules, e.g. Damage, Hit Points, ArmorUsing Behaviors, e.g. Sims: character

relationship with objects are based on their needs

Page 6: Think Game Play!  2006-advanced-prototyping/  016

Transitive RelationshipsIn game terms: you need B to get to C.Example: you cannot fight the last boss in the

game without accumulating strength through fighting smaller bosses or enemies

Page 7: Think Game Play!  2006-advanced-prototyping/  016

Elements of Transitive RelationshipsTiming is important, controlled through your

design: e.g. in FPS: you can control timing and pacing through XP, weapon strength, HP in the level

Challenge vs. Frustration

Page 8: Think Game Play!  2006-advanced-prototyping/  016
Page 9: Think Game Play!  2006-advanced-prototyping/  016

Setup the objects, properties, behaviors, and relationships to create a balanced GamePlay

Page 10: Think Game Play!  2006-advanced-prototyping/  016

Ways to establish balanceManipulating numbersIntroducing chanceManipulating rulesUse trade-off matrixEncoding the game as another balanced

game, e.g. Rock, Paper, Scissors

Page 11: Think Game Play!  2006-advanced-prototyping/  016

Avoid Dominant StrategiesAre strategies that gives you a

win no matter what.E.g.

Any game Examples?

Wife Birthday Not Wife’s Birthday

Buy Flowers 10 20

Don’t Buy Flowers

-100 0

Page 12: Think Game Play!  2006-advanced-prototyping/  016

Outside Source: Chapter 6 (Prototyping)

(most of this part of the lecture is taken from DIGRA Game Design Workshop primarily done by

Tracy Fullerton)

Page 13: Think Game Play!  2006-advanced-prototyping/  016
Page 14: Think Game Play!  2006-advanced-prototyping/  016

Physical Prototyping

Page 15: Think Game Play!  2006-advanced-prototyping/  016

Physical Prototyping

Page 16: Think Game Play!  2006-advanced-prototyping/  016

Modeling the Premise & System

Page 17: Think Game Play!  2006-advanced-prototyping/  016

Benefits of Physical Prototyping

• Allows process to focus on game play, not technology.

• Allows more design time, more iterations.

• Allows real-time response to feedback.

• Allows non-technical team members to participate at a high level in design process.

• Allows broader and deeper experimentation.

Page 18: Think Game Play!  2006-advanced-prototyping/  016
Page 19: Think Game Play!  2006-advanced-prototyping/  016
Page 20: Think Game Play!  2006-advanced-prototyping/  016
Page 21: Think Game Play!  2006-advanced-prototyping/  016

Dramatic Elements

Dynamic System

FormalElement

s

Rules,Procedure

s,Mechanics

,etc.

Page 22: Think Game Play!  2006-advanced-prototyping/  016

Formal ElementsPlayersObjectivesRulesProceduresResourcesBoundariesOutcome

Page 23: Think Game Play!  2006-advanced-prototyping/  016

How is the interaction

between the players

organized?

Page 24: Think Game Play!  2006-advanced-prototyping/  016

What goals structure the

play?

Page 25: Think Game Play!  2006-advanced-prototyping/  016

What rules guide or limit the players’

actions?

Page 26: Think Game Play!  2006-advanced-prototyping/  016

How does the play proceed?

Page 27: Think Game Play!  2006-advanced-prototyping/  016

What resources are available to players to

accomplish their goals?

Page 28: Think Game Play!  2006-advanced-prototyping/  016

How will it end?

Page 29: Think Game Play!  2006-advanced-prototyping/  016

Dramatic ElementsPremiseCharacterStoryChallengePlay

Page 30: Think Game Play!  2006-advanced-prototyping/  016

Additional MaterialsChris Hecker

http://chrishecker.com/Homepage (lectures, notes)

Chaim Gingold http://www.slackworks.com/~cog/ (lectures, ideas)

Johnathan Blow http://number-none.com/blow/index.html (demos of prototypes, papers, lectures, ideas)

Page 31: Think Game Play!  2006-advanced-prototyping/  016

To Do for Oct 10/16Paper Prototype or other kinds of prototypesPlaytesting Report (3 sessions at least), schedule with

Ai Presentation for each group showing:

Paper prototypeNotes from playtestingPlease plan for 7 minute presentation – I will cut you off

if you go longerPresentations are on 10/16 and 10/23, I decide when u goSend presentations by email Monday 10/15 11:59 or

beforeOutcome of presentation: feedback and blog reportsEach student will blog on the presentations they saw,

please use formal and dramatic elements or MDA framework for your analysis. This is graded (see syllabus)


Top Related