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Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game...

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Game Design & Pitch
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Page 1: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Game Design & Pitch

Page 2: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Starting Points for New Ideas• Gameplay

New idea for a way to play the game• Technology

Now we know how to do clothes, we’ll make a clothes designer game…

• StoryI’ve always wanted to be an astronaut on a new

planet…• Sport

Let’s make a curling game?• Character

James Bond game

Page 3: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Iterative Design

• Rapid Prototype• Playtest• Revise• Repeat

Page 4: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Player-Centric

• Always think from the player’s point of view– What will they do?– What will they see?

• All players aren’t like you• The player is NOT your enemy!• What do they need to know?• What motivates them to play?• Inside-out Design Principle: Start with internals

(game play) and work out to art and theme

Page 5: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

What Players Want

• A Challenge• Socialization - or - dynamic solitary experience• Bragging Rights• Emotional Experience• To Explore• To Fantasize• To Interact

Page 6: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

What Players Expect• Consistency• To understand the world’s bounds• For reasonable solutions to work• Directions• Accomplish Tasks incrementally• Immersion• Setbacks• A Fair Chance• To Not Repeat themselves• To Not get hopelessly stuck• To Do, not watch

Page 7: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Teaching the Player

• First few minutes are crucial• Start simply• Introduce controls in a safe environment• Give simple rewards in beginning• Make easy controls (& icons)• Make easy outputs (screens, maps, vitals)

Page 8: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

What is Game Design?

• Design the:– World– Level– Content– Code – UI

Page 9: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Main Pieces

• Goal: Territory acquisition, reasoning, survival, destruction, building, collecting, racing, etc…– PvP or PvE?

• Theme: Time, place, characters, story• Mechanics: Setup, play progression, rules– Genre: Action, platformer, shooter, adventure,

management, life, rhythm/music, party, puzzle, sports, strategy, driving, flying

Page 10: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Game Perspectives (Mechanics)

• First-person– Doom

• Third-person– Tomb Raider

• Side Scrolling– Mario Bros

• Aerial - isometric or top-down– Football

• Can have multiple modes

Page 11: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Game Settings (Mechanics & Theme)

• Physical– 1D, 2D, 3D– Scale Factor– Grid-based or continuous space

• Temporal– Real-time or turn-based– Any variableness? Adjustable?

• Environmental– Cultural beliefs, attitudes, values, family structure– Physical surroundings, weather, plants, buildings– Level of detail

Page 12: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Game Settings (Mechanics)

• Emotional– Character emotions– Player emotions

• Ethical– Victory/defeat defines “good” and “bad”– Watch for real-world look without real-world ethics

• Realism– How real does the world look?

• Chance

Page 13: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Types of Challenges (Goals)

• Physical– Speed/reaction time (twitch games)– Accuracy & Precision (steering / shooting)– Timing and rhythm (DDR)– Learning special sequences of moves (fighting)

• Races• Logical Challenges (Don’t use trial & error)

Page 14: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Types of Challenges (Goals)

• Exploration– Doors & Traps game– Mazes

• Conflict– Strategy, tactics, logistics– Survival– Defending resources

Page 15: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Types of Challenges (Goals)

• Economic– Accumulate wealth– Efficiency– Acheiving balance / stability– Caring for living things

• Conceptual– Understand something new– Deduction, observation– Detective games

Page 16: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Types of Challenges (Goals)

• Construction / Destruction– Build a city– Upgrading– Planning– Destroying

• Storytelling– Ask characters what’s going on– Listen to stories– Dicker with merchant

Page 17: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Game Economy (Mechanics & Theme)

• Resources– Ammunition, hit points, life

• Sources– Power ups, clips, potion

• Drains– firing weapons, being hit

Page 18: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Emergence

• Emergence– Desirable aspect of gameplay– Player-unique solutions– As players play, they find a strategy that uses the

rules of the gameworld to his advantage– Can be intentional or unintentional– Ex: When all the grubs are gone, a new batch gets

dispatched. Player kills all but one– Discovery gives sense of pride to player and spreads

by word-of-mouth.

Page 19: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Positive Feedback

• Needed for emergence to work• Each goal met makes the next easier• Tell the user they are doing well• Draw them into the game• Examples:– Power ups become available– Monopoly: more houses = more money– Better I do, worse for enemies

Page 20: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Controlling Positive Feedback

• Introduce negative feedback– Gold is heavy– Ahead in race, more likely to get lost

• Introduce element of chance• Game gets harder as you go

• Game that does this well is balanced.

Page 21: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Non-Linearity

• Ways in which the user can choose • Make sure choices and rules are clear• Think about classic game structure• Types– Story takes different turns (“Choose your own

adventure”)– Multiple solutions– Order of levels or puzzles– Selections: You can solve puzzle A or puzzle B

Page 22: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Modeling Reality

• More real = more immersive?• More real = more compelling?• More real = more boring?• More real = more frustrating?

• Ask yourself – Does it add to the game?

Page 23: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

More on Balance…

• Are different strategies to gameplay equally effective (balanced) or is one dominant?

• Chance vs skill• Is it fair?• If you fall behind early, can you catch up?• Does it stalemate?• Is economy balanced?• Not too easy not too hard

Page 24: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Other stuff to know…

• Achievements: extra stuff you can do in a game, not related to main goal. Helps replayability and bragging rights

• Easter egg: Hidden feature that designer may or may not have intended for players to find

Page 25: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

People in the industry

• Programmer• Artist• Composer• Writer• Various types of designers• Producers, Managers, Directors• Tester

Page 26: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

GDD

• One-sheet: – Title– Platform, Rating– Summary– Unique selling points– Compare/contrast

Page 27: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

GDD

• 10-pager is one-pager plus:– Examples– Logos– Flow (progression of challenges)– Flesh out characters, controls, world, mechanics,

etc…

Page 28: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Pitch

• Elevator talk• Formal presentation – What is audience (technical? marketing?)– Few words, lots of pictures– Overview each major piece– Sell it

Page 29: Game Design & Pitch. Starting Points for New Ideas Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a.

Look at the Big Picture

• What statements about the world are you making?– Stereotypes– Ethics– Culture– Right/wrong


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