game design workshop

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Game Design Workshop

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Game Design Workshop. Game Design Workshop. About The Workshop. Started in 2001 Hands-on Focused on iteration Grounded in a formal approach Intended to be open-ended. What It’s NOT about…. How to get a job as a game designer How to write a design document Where game ideas “come from” - PowerPoint PPT Presentation

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Page 1: Game Design Workshop

Game Design Workshop

Page 2: Game Design Workshop

Game Design WorkshopGame Design Workshop

Page 3: Game Design Workshop

About The WorkshopAbout The Workshop

•Started in 2001Started in 2001•Hands-onHands-on•Focused on iterationFocused on iteration•Grounded in a formal approach Grounded in a formal approach •Intended to be open-endedIntended to be open-ended

Page 4: Game Design Workshop

What It’s NOT about…What It’s NOT about…

•How to get a job as a game designerHow to get a job as a game designer•How to write a design documentHow to write a design document•Where game ideas “come from” Where game ideas “come from” •How to get your game fundedHow to get your game funded•How to use a level editorHow to use a level editor

Page 5: Game Design Workshop

In Other Words...In Other Words...

•It’s not about the BusinessIt’s not about the Business(Getting a job, pitching a game, getting funded)(Getting a job, pitching a game, getting funded)

•It’s not about the ProfessionIt’s not about the Profession(Writing documents, tracking bugs, using tools)(Writing documents, tracking bugs, using tools)

•It’s about the CraftIt’s about the Craft(Making games that are fun)(Making games that are fun)

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What You’ll be DoingWhat You’ll be Doing

•Playing gamesPlaying games•Analyzing gamesAnalyzing games•Critiquing gamesCritiquing games•Modifying gamesModifying games•Refining gamesRefining games

Page 7: Game Design Workshop

Schedule Overview

●10am-6pm both days●Lunch from 12:15-1:45●Coffee breaks at 11am & 4pm●2-3 hour design exercisesInfo and signups at gdc.8kindsoffun.com

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The Faculty

●Jonathan Hamel● Crystal Dynamics/Eidos

●Jeb Havens● Google

●Robin Hunicke● Thatgamecompany

●Frank Lantz● Zynga

●Marc LeBlanc● Electrified Games

●Andrew Leker● Electrified Games

●Stone Librande● EA/Maxis

●Art Min● Rumble Entertainment

●Tim Stellmach● As Himself

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A Few Ground RulesA Few Ground Rules

•Please stay for both daysPlease stay for both days•PvE, not PvPPvE, not PvP•Save the “meta-discussion” for the very endSave the “meta-discussion” for the very end•Turn the laptop offTurn the laptop off

Last but not least…Last but not least…

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Fail Fast!

Page 11: Game Design Workshop

TestTest AnalyzeAnalyze

ReviseRevise

Fail Fast!

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Follow the Fun!

TestTest AnalyzeAnalyze

ReviseRevise

Fail Fast!

Page 13: Game Design Workshop

TED Talk: Marshmallow ChallengeTED Talk: Marshmallow Challenge

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Channel your inner kindergartener…

Page 15: Game Design Workshop

Let’s Play!

Rock, Paper, Scissors vs. MAHK

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Break Into Rooms

Rock 236Paper 220Scissors 224

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Game/Software Parallels

=

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The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

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Mechanics

●Cards● Shuffling, Trick-Taking, Bidding

●Shooters● Ammunition, Spawn Points

●Golf● Sand Traps, Water Hazards

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Room

Dynamics

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2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Dynamics

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Psychology = Human Dynamics

●Perception ●Attribution Bias●Cognitive Dissonance

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2 3 4 5 6 7 8 9 10 11 12

Sometimes…

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The Idea of Dynamics

●Behavior is separate from rules.

●The same behavior can emerge from many different rules.

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Eight Kinds of “Fun”

● Sensation● Fantasy● Narrative● Challenge● Fellowship● Discovery● Expression● Submission

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Some examples…

Formulating an “Aesthetic Model”

For each aesthetic goal:●Write a formal definition●List criteria for success●List modes of failure

●Serves as an “aesthetic compass”●These are often reusable

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Goal: Competition

●Definition: A game is competitive if players are emotionally invested in defeating each other.●Success:

● Players are adversaries.● Players want to win.

●Failure:● A player feels that he can’t win.● A player can’t measure his progress.

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Goal: Pirate Fantasy

●Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.

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Goal: Pirate Fantasy

●Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. ●Success:

● Empowerment● Independence● Greed● Treachery● Prey upon Weak

• Failure:Failure: VulnerabilityVulnerability CompassionCompassion GenerosityGenerosity

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Dra

matic

Tensio

n

Narrative Time

Conflict Resolution

Climax

Goal: Drama

Definition: A game is dramatic if:●Its central conflict creates dramatic tension.●The dramatic tension builds towards a climax.

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Goal: Drama

●Success: ● A sense of uncertainty● A sense of inevitability● Tension increases towards a climax

●Failure:● The conflict’s outcome is obvious (no uncertainty)● No sense of forward progress (no inevitability)● Player doesn’t care how the conflict resolves.

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Aesthetic Models are an Important Tool

●It’s hard to solve problems we can’t describe.●Especially in a large group.

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The Point:

●In some sense, it isn’t about this:Mechanics Dynamics Aesthetics

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The Point:

●It’s about this:

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The Point:

●This is where game design happens.