Developing Strategy / My tips on making games
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Transcript of Developing Strategy / My tips on making games
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Developing StrategyMy Tips on Making Games
Alex Mandryka
@DesignBeachBum
GameWhispering.com
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Who’s this guy?Born in ParisTrained in biologyWorked for 5 years in France
Moved to Canada in 2005Studio level positions at Ubisoft and Relic
Now doing consulting
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STOP THINKING LIKE PLAYERS!I’m sorry but...
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Player Designer
Maker Creator
IntentionStrategy
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BUSINESS STRATEGYIt’s about satisfying others, not ourselves
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Business Strategy
Something you’re good at + differentiation
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CREATIVE STRATEGYThink before your act
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Creative Strategy
“A MOBA to chill and have fun”
Team experience
Simple hero progression Map special features
“Let’s start implementing!”
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What Mario Kart do we want?
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What is Chavo Animado about?
1.Fun of being a kid
2.Interact with others
3.Disturbing peace
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What happens in an episode?
1. Starts in a normal/mundane setting2. A new element is introduced3. The kids actions, make them enter into fantasy4. Fantasy escalates into total chaos as adults get involved5. Resolution to go back to reality with a couple of jokes
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What is the message of the series?
Being a kid is letting yourself go into fantasy, knowing that you'll have
to return to reality
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IMPLEMENTATION STRATEGYFind questions before coming up with answers
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Implementation Strategy
Making
Development=
Answers
Prototyping=
Questions
4 months “This gameplay isn’t fun”
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Just adding features
It’s not the features but the dynamics
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ANALYSIS STRATEGYIt is more complicated than you think
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Analysis Strategy
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Understanding in details
What inputs to pass?- Hold forward- Build speed- Jump
What’s the difference here? And here?
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How does movement differ?
Inertia No inertia No inertia
Why?
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Warcraft VS StarcraftWhy different systems?
Starcraft plays at a bigger scale•200 population limit•Need for multiple basesMany different fronts
Warcraft III is smaller scale•100 population limit•Hero focus + XP system•Upkeep systemFewer fronts
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“Shooter” is not precise enough
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TRAINING STRATEGYRational ways to learn
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Design skills – Game Design
• System design: AI, economy, game rules
Logic, mathematics, probabilities
• Interaction design: Controls, interfaces, feedback
Ergonomics, biomechanics, cybernetics
• Motivation design: Learning, reward, difficulty
Psychology, learning theory, motivation theory
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Design skills – Level Design• Gameplay implementation: Challenge
creation, obstacles meet abilities
Analysis of game’s core challenge
• Environment creation: Building spaces to naturally draw the player through
3D engines and tools, architecture, landscaping
• Theatrics: Environmental storytelling, mood setting
Staging, cinematography techniques
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Design skills – Narrative Design• Writing: Dialogue/screenplay, prose
Literature, creative writing
• Narrative Interface Design: Designing methods to convey story to the player
Media studies, media psychology, communication
• Player-Centric Plotting: Engaging the player as protagonist - Don’t tell, don’t show, let me play it!
Psychology? Literature theory?