Game Design for Game Developers by Iain Lobb

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@iainlobb

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Presentation by Iain Lobb at Mochi London 2011 on good game design and how to achieve it.

Transcript of Game Design for Game Developers by Iain Lobb

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@iainlobb  

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Zwok  

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Meta4orce  

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Stackopolis  

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Pop  Pirates  

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Owl  Spin  

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Dull  Dude  Games  

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Super  Gun  Kids  

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Addic>ng  Game  Design  

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Addic>ve  Game  Design  

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I  hope  I’m  right!  

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Without  good  game  design  you  are  

guaranteed  to  fail.  

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Tailor  your  game  to  the  market.  

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Play  test  your  game  on  people  other  than  your  

friends.    

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Don’t  ignore  feedback.  

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Don’t  clone.  

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Recombine  popular  game  mechanics.  

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Nobody  reads.  

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Make  learning  the  rules  into  part  of  the  game.  

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Games  should  get  easier  as  they  go,  not  harder.  

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Flight  (Armor  Games)  

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Humans  are  hunter-­‐gatherers.  Let  the  player  collect  coins,  power-­‐ups  

and  keys.  

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Items  and  upgrades  turn  a  skill  game  into  a  

strategy  game.    

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Whatever  you  do,  put  a  shop  in  your  game!  

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Deep  game  play  is  based  on  decision  making,  not  

manual  dexterity.  

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Let  the  player  know  what  they  can  get  if  they  keep  

playing.  

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Randomise  rewards.  

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Saving  the  player’s  progress  increases  their  investment  in  your  

game.  

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The  new  genera>on  of  gamers  have  never  

played  games  that  don’t  save  their  progress.  

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Don’t  make  players  repeat  large  sec>ons  of  

game  play.  

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Auto-­‐save  all  the  >me.  

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Build  your  own  achievements  system.  

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Tell  the  story  with  voice  ac>ng  and  game  play.  

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Sissy’s  Magical  Ponycorn  Adventure  (Untold  Entertainment)  

Meta4orce  

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2.5  dimensions  is  enough  for  anybody.  

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Create  living  worlds  to  explore,  not  empty  voids.  

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Take  the  player  on  a  journey.  

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Li[le  Wheel  (One  Click  Dog)  

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Puzzles  should  make  the  player  feel  clever,  not  

stupid.  

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The  wrong  theme  will  kill  your  game  before  you’ve  

even  started.  

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Cute  characters,  animals  and  friendly  monsters  

have  broader  appeal  than  space  marines.  

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...but  consider  your  audience.  

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Remember  what  you  liked  when  you  were  8  years  old.  

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Keep  the  guns  but  lose  the  gore.  

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Good  characters  are  recognisable  from  their  

silhoue[es.  

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Good  characters  are  recognisable  from  their  

colour  scheme.  

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It’s  easier  to  iden>fy  with  a  simple  character.  

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To  iden>fy  with  a  character,  we  need  to  see  their  face.  

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Even  viewed  from  the  side,  characters  should  face  the  

camera.  

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Characters  with  big  heads  are  more  expressive.  

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Use  a  Zelda-­‐like  perspec>ve  rather  than  a  true  top-­‐down  view.  

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The  same  idea  can  be  a  hit  or  a  flop  depending  

on  how  well  you  implement  it.  

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Don’t  invent  your  own  control  scheme.  

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Polish  like  crazy!