LAFS Game Design 6 - Conceptualization

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CONCEPTUALIZATION Session 6 David Mullich Game Design 1 The Los Angeles Film School

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Session 6 of the Los Angeles Film School's Game Design 1 class.

Transcript of LAFS Game Design 6 - Conceptualization

  • 1. Session 6David MullichGame Design 1The Los Angeles Film School

2. Designer Perspective: Yuji NakaG4 Icons Episode #37: Yuji Naka 3. COMING UP WITH IDEAS 4. IdeasAll games start out as ideas.Some games come from onepowerful idea, but most areformed by combining manyideas to create a uniquewhole. Its very possible thatinitial ideas will be (or shouldbe) abandoned, and lots ofnew ideas will be consideredduring the process. 5. InspirationIdeas dont come out of thin air. Game designers areinfluenced by personal interests and hobbies.Spend a significant part of every day doing somethingother than playing games: Read a book Go see a play Listen to music Exercise, draw or sketch Study a new language Volunteer at a neighborhood organization 6. The Lens of Infinite InspirationTo use this lens, stop looking at your game, and stoplooking at games like it. Instead, look everywhereelse. What is the experience I have had in my life that Iwould like to share with others? In what small way can I capture that experienceand put it in my game?Jesse Schell, Lens #11 7. The Lens of the Problem StatementTo use this lens, think of your game as the solution toa problem: What problem, or problems, am I trying to solve? Have I been making assumptions about this gamethat really have nothing to do with its truepurpose? Is a game really the best solution? Why? How will I be able to tell if the problem is solved?Jesse Schell, Lens #12 8. Game Designers NotebookMany designers carry a journal for jotting down theirideas and analyzing games theyve played. 9. Stages of CreativityPsychologist Mihaly Csikszentmihalyi describesthe classic stages of creativity: Preparation: Becoming interested in a topic Incubation: Period where ideas churn aroundin your subconcious Insight: The aha! moment, where an ideacomes together Evaluation: Deciding whether the insight isworth pursuing Elaboration: Fleshing out the idea 10. Elaboration on ElaborationHaving an idea for a game does not simply mean saying,I want to make a game about studying Chinese!Games are formal systems, and an idea for a gameusually includes some aspect of that system.As you work through your idea, elaborating on its uniqueelements, it might turn out no one would recognize yourlanguage interests in the final experience. 11. Game-Defining ConceptsA game-defining concept is as a component,mechanic, or other design element that is soclosely connected to the identity of the game thatit is inevitably talked about when the game isbrought up. King mechanic in Checkers Letter-tile combinations in Scrabble Polyhedral dice in Dungeons & Dragons Running and gunning in Doom 12. Game-Defining ConceptsWhat makes a concept game defining? Presenting clever, elegant, or unusualresolutions to in-game issues. Showing information in a concise, centralized,or attractive manner. Creating tension, or acting as a gamesprimary demand for strategy. Taking common elements and implementingthem in an original manner. 13. THE CORE MECHANIC 14. The Core MechanicA core mechanic encapsulates what thespirit of a game is really about at its heart.Usually it is the action that the player usesmost frequently in the game. Core Action: The thing you actually do inthe game Core Purpose: The reason why you aredoing it 15. The Core MechanicGame Core Action Core PurposeChess Position pieces to capture opponents piecesCandy Crush Match 3 pieces to destroy themTetris Rotate pieces to create linesSuper Smash Bros Attack to knock opponent backDoom Run and shoot to kill enemiesWorld of Warcraft Fulfill quests to improve character abilities 16. Write down the names of an activity of anykind. Come up with a verb, based on this activity,that you think would make a good basis fora game. Identify: Core Action Core Purpose 17. BRAINSTORMING 18. BrainstormingA group creativity techniqueto find a solution to aspecific problem bygathering a list of ideasspontaneously contributedby its members. In games,brainstorming is used togenerate a large number ofideas about game's concept,mechanics, setting,characters, etc. 19. Brainstorming Done RightBrainstorming Done Right! 20. BrainstormingOsborns method ofbrainstorming has fourgeneral rules: Focus on quantity Withhold criticism Welcome unusual ideas Combine and improveAlex F. Osborn ideas 21. Brainstorming Best Practices State a Challenge No Criticism Vary The Method Playful Environment Put It On The Wall Go For Lots of Ideas Dont Take Too Long 22. Six Creative Ways To BrainstormSix Creative Ways To Brainstorm Ideas 23. Idea Methods List Creation Index Cards Mind Map Stream of Consciousness Shout It Out Research Surrealist Games 24. Exquisite Corpse Write an article and an adjective on a piece ofpaper Fold the paper to conceal it and pass it to theirneighbor Write a noun on the the paper you werehanded, fold it, and pass it to your neighbor Repeat with a verb; article and adjective;finally repeat with a noun Everyone unfolds their paper and reads thepoems they are holding 25. 15 More Tips The Write Answer Write or Type? Sketch Toys Change YourPerspective Immerse Yourself Crack Jokes Spare No Expense The Writing on the Wall The Space Remembers Write Everything Number Your Lists Mix and MatchCategories Talk to Yourself Find a PartnerJesse Schell 26. Now brainstorm your own idea!Break into two groups of 3-6 and brainstormsome game ideas.The challenge is to come up with ideas forgames you can make with GameMaker and canbe done by the end of the term.Try to generate 100 ideas in 60 minutes. 27. EDITING AND REFINING 28. Reasons To Reject A Game Idea Technical Feasibility Market Opportunity Artistic Considerations Design Experience Innovation Needs Marketing Goals Business and Cost Restrictions 29. The Lens of the Eight Filters Does this game feel right? Will the intended audience like this gameenough? Is this a well-designed game? Is the game novel enough? Will the game sell? Is it technically possible to make this game? Does this game meet our social and communitygoals? Do the playtesters enjoy this game enough?Jesse Schell, Lens #13 30. Editing SessionHold an Editing Session on a different day thanyour Brainstorming Session.Edit your list down to the top 5 to 10 ideas anddiscuss each thoroughly. Be positive anddiscuss the strengths of each idea.Narrow your list down to 3 ideas and schedulebrainstorming sessions to focus on features anddefine the creative center of your game. 31. TURNING YOUR IDEA INTO A GAME 32. Creative CenterYour games creative center consists of twoelements: The Razor: Determines which featuresbelong and dont belong The Slogan: A catchy phrase that getspotential players (and the marketingdepartment) interested in your game 33. Come up with a Razor and Slogan for: Grand Theft Auto Call of Duty World of Warcraft Candy Crush 34. Lets deconstruct a game most of us have playedAnalyze: Formal Elements: Procedures, Rules,Objectives, Resources, Conflict, Outcomes Dramatic Elements: Challenge, Premise,Character, Story Dynamic Elements: Objects, Properties,Behaviors, Relationships 35. Focus on the Formal Elements What is the conflict in my game? What are the rules and procedures? What actions do my players take and when? Are there turns? How do they work? How many players can play? How long does a game take to resolve? Whats the working title? Who is the target audience? What platform will the game run on? What restrictions or opportunities does thatenvironment have? 36. And Then Consider Define each players goal What does a player need to do to win? Write down the single most important type of player actionin the game. Describe how it functions Write down the procedures and rules in outline format Only focus on the most critical rules Leave out the other rules until later Map out how a typical turn works. (Using a flow-chart is themost effective way to visualize this) Define how many players can play How do these players interact with one another?Tracy Fullerton 37. ELEVATOR PITCH 38. Elevator PitchAn elevator pitch is a short summary usedto quickly and simply define a product andits value. The name "elevator pitch"reflects the idea that it should be possibleto deliver the summary in the time span ofan elevator ride, or approximately thirtyseconds to two minutes.The term itself comes from the scenario ofaccidentally meeting someone important inan elevator. If the conversation inside theelevator in those few seconds isinteresting and value adding, then theconversation will continue after theelevator ride or end in the exchange of abusiness card or a scheduled meeting. 39. Elevator Pitch Structure for GamesGame Title is a game genrefor target player. It featurescore game mechanics thatbring play value. Unlikecompetition, this gameunique differentiation. 40. Example PitchSomehow it always falls toMustachio to rally his friends fortheir many adventures. Run andjump through a side-scrollingworld made of andinhabited by blocks. Withmustaches. A world full of action,puzzles and arbitrary danger thatMustachio faces boldly with hismustache-fueled power tomake block duplicates of himself.What? Cloning AND mustaches?!You betcha! 41. Tips For A Successful Pitch Get In The Door Show You Are Serious Be Organized Be Passionate!!! Assume Their Point Of View Design The Pitch Know All The Details Exude Confidence Be Flexible Rehearse Get Them To Own It Follow UpJesse Schell 42. The Lens of the Pitch Why are you pitching this game to this client? What will you consider a successful pitch? Whats in it for the people pitching to you? What do the people you are pitching to need toknow about your game?Jesse Schell, Lens #95 43. StoryboardingThe most powerful way to explain your newfeatures is to storyboard them. 44. Game Pitches and Other ProjectsExtra Credits: Mailbag #4