Think Game Play!
http://blog.codedread.com/archives/2006/02/12/gdc-2006-advanced-prototyping/
http://www.gamasutra.com/gdc2007/index.php?id=13016
Production CycleConcept designPrototyping (Pre-production)Production
Art conceptStoryboardingWritingLevel designModeling and animationProgramming, behavior and toolsPlaytestingRevisions
Post production
Outside Source: Chapter 5 (Working with System Dynamics)
External Resources: Chapter 7 and 8 (Rollings and Adams)
is an assemblage of entities/objects, real or abstract, comprising a whole with each and
every component/element interacting or related to another one.
Games are SystemsObjectsPropertiesBehaviors
Actions that an object can takeRelationships:
Using Rules, e.g. Damage, Hit Points, ArmorUsing Behaviors, e.g. Sims: character
relationship with objects are based on their needs
Transitive RelationshipsIn game terms: you need B to get to C.Example: you cannot fight the last boss in the
game without accumulating strength through fighting smaller bosses or enemies
Elements of Transitive RelationshipsTiming is important, controlled through your
design: e.g. in FPS: you can control timing and pacing through XP, weapon strength, HP in the level
Challenge vs. Frustration
Setup the objects, properties, behaviors, and relationships to create a balanced GamePlay
Ways to establish balanceManipulating numbersIntroducing chanceManipulating rulesUse trade-off matrixEncoding the game as another balanced
game, e.g. Rock, Paper, Scissors
Avoid Dominant StrategiesAre strategies that gives you a
win no matter what.E.g.
Any game Examples?
Wife Birthday Not Wife’s Birthday
Buy Flowers 10 20
Don’t Buy Flowers
-100 0
Outside Source: Chapter 6 (Prototyping)
(most of this part of the lecture is taken from DIGRA Game Design Workshop primarily done by
Tracy Fullerton)
Physical Prototyping
Physical Prototyping
Modeling the Premise & System
Benefits of Physical Prototyping
• Allows process to focus on game play, not technology.
• Allows more design time, more iterations.
• Allows real-time response to feedback.
• Allows non-technical team members to participate at a high level in design process.
• Allows broader and deeper experimentation.
Dramatic Elements
Dynamic System
FormalElement
s
Rules,Procedure
s,Mechanics
,etc.
Formal ElementsPlayersObjectivesRulesProceduresResourcesBoundariesOutcome
How is the interaction
between the players
organized?
What goals structure the
play?
What rules guide or limit the players’
actions?
How does the play proceed?
What resources are available to players to
accomplish their goals?
How will it end?
Dramatic ElementsPremiseCharacterStoryChallengePlay
Additional MaterialsChris Hecker
http://chrishecker.com/Homepage (lectures, notes)
Chaim Gingold http://www.slackworks.com/~cog/ (lectures, ideas)
Johnathan Blow http://number-none.com/blow/index.html (demos of prototypes, papers, lectures, ideas)
To Do for Oct 10/16Paper Prototype or other kinds of prototypesPlaytesting Report (3 sessions at least), schedule with
Ai Presentation for each group showing:
Paper prototypeNotes from playtestingPlease plan for 7 minute presentation – I will cut you off
if you go longerPresentations are on 10/16 and 10/23, I decide when u goSend presentations by email Monday 10/15 11:59 or
beforeOutcome of presentation: feedback and blog reportsEach student will blog on the presentations they saw,
please use formal and dramatic elements or MDA framework for your analysis. This is graded (see syllabus)
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