Tuesday, March 8, 2011

Lens of Triangularity

Giving a player a choice to play it safe for a low reward, or to take the risk a big reward is a great way to make your game interesting and exciting. Ask yourself these questions:

Do I have triangularity now If not, how can I get it?

Is my attempt at triangularity balanced? Do the rewards feel worth the risks?

Lens of Meaningful Choices

Meaningful choices let players feel like the things they do matter. Ask yourself these questions:

What choices am I asking the player to make?

Are they meaningful? How?

Are there any dominant strategies in my game?

Lens of Challenge

When examining the challenges in your game, ask yourself these questions:

What are the challenges in my game?

Are they too easy, too hard, or just right?

Is there enough variety in the challenges?

How does the challenge level increase as the player succeeds?

Lens of Goals

To ensure your game's goals are appropriate and well-balanced, ask yourself these questions:

What is the ultimate goal of my game?

Is that goal clear to players?

If there is a series of goals, do the players understand that?

Are my goals concrete, achievable and rewarding?

Do i have a good balance of short and long term goals?

Do players have a chance to decide their own goals?

Lens of Action

Think about what your players can and cannot do, and why. Ask yourself these questions:

What are the operative actions in my game?

What are the resultant actions?

What resultant actions would I like to see? How can I change my game in order to make that happen?

Am I happy with the ration of operative to resultant actions?

What actions do players wish they could do in my game, but cannot?

Lens of Emergence

To make sure your game has interesting emergent qualities, ask yourself the following questions:

How many verbs do my players have?

How many objects can each verb act on?

How many ways can players achieve their goals?

How many objects do the players control?

How do side effects change constraints and rules?

Lens of Dynamic State

Think about what information changes during your game, and who is aware of it. Ask yourself these questions:

What are the objects in my game?

What are the attributes of the objects?

What are the possible states for each attribute? What triggers the state change for each attribute?

What states are known by what players?

Lens of Functional Space

Think about the space in which your game takes place and ask yourself these questions:

Is the space of my game discreet or continuous?

How many dimensions does it have?

What are the boundaries of the space?

Are there sub-spaces? How are they connected?

Thursday, February 17, 2011

List of 52 Deck Card Games

http://www.pagat.com/invented/

Card Game Mechanics

Below are some common mechanics found in various card games.

Playing:

Discard - player removes a card from his hand and puts in out of play or into a graveyard/trash pile

Draw - player draws a card from a deck

Deck - a stack of cards that players draw from. Can be communal or personal.

Play - Playing a card usually refers to activating or using a card in the player's hand. The card is publicly displayed and depending on the card, may remain in play or be discarded once the card's ability has been used.

Suit - "Color" or "Family" the card belongs to. In a 52 deck, there are suits of spade, clubs, diamonds and hearts. In Magic, there are colors of white, black, red, blue and green.

Hand building - In Poker, players win by constructing a hand with the highest value, or by decieving the other players into thinking they do. Part of Dominion's essential experience is allowing players to build powerful hands that let the player use all of the cards in it sequentially.

Attacking/Defending - In the 52 deck game "War" players attack each other with cards of various numbers. The highest number wins. In Magic, players attack and defend with summoned creatures and spells.

Buying/Selling - In Dominion, players use coin cards to buy action cards that they will later shuffle into thier hand. In Magic, players use mana cards to pay for summoning creatures and casting spells. In Modern Art, players buy and sell art from fictional artists, with the hopes the ones they buy will go up in value.

Rule change cards - Magic and Dominion both feature cards that modify the existing ruleset. The modifications can be for the player using the card, or for another player. Modifications could be as simple as allowing the player to play another action, get temporary extra money, or as complex as enchanting a creature so that it is immune from damage from a certain suit or color source.

"Instants" - These are cards that you can play during another player's turn. Magic is famous for these.

"Tapping" - Taking a card that is in play and visually signalling that it is being used this turn.

Winning:

Poker - Highest hand wins.

Uno - Player who gets rid of all of thier cards first wins.

Dominion - Player with the most victory points wins. Victory points are won by accumulating the most/highest value province cards. The downside of this model is that it limits the player interactions.

Magic - Player who gets to zero life first loses. The advantage of this model is that direct confrontations between players happen frequently.

The Lens of Flow

Consider what in your game is keeping the player in focus. Ask yourself these questions:

Does my game have clear goals? If not, how can I fix that?

Are the goals of the player the same goals I intended?

Are there parts of the game that distract the players so much that they forget the goal? Can the distractions be reduced or better tied into the game goals?

Do the challenes in my game increase and decrease in a rythmicly pleasing way that enables the player to feel continuously challenged and rewarded?

Are the players skills improving at the rate I want them to? If not, how can I fix that?

Flow paths

Compare the two images below of flow channels in a game. While the first provides a clear, escalating slope upwards, the second one will probably be more interesting to players because it continuously cycles periods of challenge and reward, without straying too far into anxiety or boredom.

Flow State: What it is and how to keep people there

When we create games, we are trying to create experiences that is interesting enough to hold a player's attention for as long and as intensely as possible. When players are in this state, they enter an interesting mental phase where the rest of the world seems to fade away, and they have no intrusive thoughts. Players focus on what they are doing, and lose track of time.

This state of continuous focus and enjoyment has been referred to by psychologists as "flow". Some key concepts that help players stay in a "flow" state are:

1. Clear goals - when goals are clear, players have an easier time staying focused on them.

2. No distractions - distractions steal focus from the task. Limit or eliminate them altogether.

3. Direct/Immediate feedback - if players constantly have to wait to see what effect and action caused, they will become bored and lose focus. When feedback is instant, players can easily stay focused.

4. Continuously challenging - Keeping gamers in a state of flow requires balancing the challenges so they escalate in a way that is paced well.

How to choose an idea

If you've brainstormed successfully, you should have a large amount of ideas in front of you. Choosing one to work on could be a major hurdle. Use the following filter below to help find the most promising (and perhaps the most profitable) idea.

1. Artitic Impulse
This is your gut feeling as a designer and the first filter for your idea.
"Does this game idea feel right?"

2. Demographics
This is about whether your game idea is right for your intended audience.
"Will the intended audience enjoy this game?"

3. Experience
Think about everything you know about creating a good experience, including interest curve, game balancing, aesthetics, etc.
"Is this a well-designed game?"

4. Innovation
Think about what is "new" or novel about your game.
"Is this game novel enough?"

5. Business and Marketing
Think about everything that does into making a profitable game.
"Will this game sell?"

6. Engineering
"Is it technically possible to build this game?"

7. Social/Community
Think about the social aspect of your game.
"Does this game idea meet our social and community goals?"

8. Playtesting
Build an abstract prototype of your game and test it.
"Do the playtesters enjoy the game enough?"

10 Brainstorming tips and tricks

1. Write or draw everything - doodle and scrawl like crazy
2. Play with toys, legos, clay, etc.
3. Change your location or perspective
4. Immerse yourself - play similar/non-simlar games, research target audience, etc.
5. Joke around - humor loosens up the mind and opens new perspectives
6. Write/draw on wall/whiteboard
7. Number your lists - numbers give more importance than bullets
8. Mix and match different words and categories
9. Talk to yourself
10. Talk to others

Lens of Unification

Think about the theme of your game and ask yourself these questions to help strengthen it:

What is my theme?

Am I using every means possible to reinforce that theme?

Tuesday, February 15, 2011

Thursday Homework

Card Game - Define your essential experience!

AND

Bring a card game to class (either standard 52, Uno, Magic: The Gathering, etc)

Define the essential experience you want your players to have. Think about what is the driving theme and experience you are trying to recreate.

For example, MTG's essential experience is wizards battling each other in a duel. Dominion's is taking over land from other players.

Video Game Design the New MBA?

Venture Capitalist and former EA exec Bing Gordon thinks everything should be "gamified" and that a degree in game design is now as important as an MBA.

http://www.livecareer.com/news/Computers-Information-Technology/Venture-capitalist-calls-video-game-design-the-new-MBA-_$$00849.aspx

Tuesday, February 8, 2011

NO CLASS TODAY - TUESDAY 2/8

My wife delievred a beautiful baby girl Saturday night. We are safe, healthy, home and resting...and tired! I am taking today as a sick day to help with the baby and household.

Class will resume Thursday. Since we do not have class today, your board games are due next Tuesday. I will schedule a make up class later in the semester.

Thursday will be our final board game playtest - please make sure you have your rules printed up and a good first pass on integrating new art into your game.

Tuesday, February 1, 2011

The Spiral

Below is an image that describes spiral development. It presents an ideal workflow for making games. The states repeat as the spiral moves outwards from the center.

link

The stages of spiral development are:

1. Determine Objectives
2. Identify and Solve Risks
3. Develop and Test
4. Plan the next iteration.

Richard Bartle's Taxonomy of Player Types

Richard Bartle has been designing online RPGs for years, defined the four types of game players:

Achievers - want to achieve the goals of the game. Primary pleasure is challenge.

Explorers - want to get to know the depth and breadth of the game. Primary pleasure is Discovery.

Socializers - are interested in relationships with other people/players. Primary pleasure is fellowship.

Killers - interested in competing with and defeating others. Primary pleasure is challenge, mixed with destruction.

Marc LeBlanc's Taxonomy

Marc LeBlanc is a game designer who has proposed 8 types of "pleasures" that game players experiece.

1. Sensation - anything involving the joy of experiencing with the senses.
2. Fantasy - the pleasure of imaginary worlds, and imagining yourself as part of it.
3. Narrative - the pleasure of experiencing the unfolding of events.
4. Challenge - the pleasure of solving problems in a game.
5. Fellowship - Friendship, cooperation, community
6. Discovery - Seeking and finding something new
7. Expression - Expressing yourself and creating things (games that let you design characters, etc).
8. Submission - allowing yourself to be swept up in the rules and experiences of the game.

Lens of the Problem Statement

To use this lense, think of your game as a solution to a problem/

Ask yourself these quesions:

What problem, or problems, am I really trying to solve?

Are the changes I am making to my game helping to do so? Why?

How will I be able to tell if the problem is solved?

Defining the constraints and goals for your game as a problem statement can help you move to a clearer game design much more quickly.

Three benefits of clearly stating your problem:

1. Broader creative space - Many people jump to solutions too fast and start thier creative process there. If you start at the problem instead, you will be able to explore a greater creative space and find solutions where no one is looking.

2. Clear Measurement - You have a clear measurement of the quality of solutions - how well do they solve the problem?

3. Better communication - Getting and giving feedback with a team will work much better if the problem has been clearly stated.

The Lens of Infinite Inspiration

To use this lense, sopt looking at your game and start looking everywhere else.

Ask yourself these questions:

What is an experience I have had in my life that I would want to share with others?

How can I capture the essence of that experience (even in a small way) and put it into my game?

Tuesday, January 25, 2011

Look outside of the game you are playing for inspiration!

Take a look OUTSIDE of your game's world for inspiration in your game design. For mechanical changes, look at some of the rules, scoring and penalties of major sports and see if you can find ideas for rule changes based on them.

Football: teams have four chances to score, then it is the other team's turn. Also, the score in football is interesting because field goals, touchdowns, and post-touchdown plays are all worth different point values.

Baseball: Players have three swings to hit the ball - but pitchers can walk the batter if he/she is too much of a risk at bat.

Tennis: Scores in tennis are relative - to win, you must achieve a certain quota, and then you must lead your opponent by two points.

Basketball: Shots from outside of a certain zone are worth more points.

Hockey: Teams that commit a penalty lose a man on the ice for 2 minutes, resulting in 4 men defending 5.

Lens #7: The Lens of the four elements

To use this lens, think about your game from the perspective of the four elements: Mechanics, Aesthetics, Story, and Technology.

Ask yourself these questions:

Is my game design using elements of all four types?

Could my design be improved by enhancing elements in one or more of the types?

Are the four elements harmonized, working towards a common theme?

Qualities of games

Games are entered willfully

Games have goals

Games have conflict

Games have rules

Games can be won and lost

Games are interactive

Games have challenge

Games can create their own internal value

Games engage players

Games are closed, formal systems

A game is a problem-solving activity, approached with a playful attitude

Lens #6: Lens of Problem Solving

To use this lens, think about the problems your players must solve to succeed at your game.

What problems does my game ask the player to solve?

Are there hidden problems to solve that arise as part of gameplay?

How can my game generate new problems so that players keep coming back?

Four basic elements of game design

These are the core elements of a game. Most games have a balance of all four of these.

Mechanics - the procedures and rules of your game

Story - sequence of events or history that occurs in your game world

Aesthetics - The visual look and feel of your game

Technology - Paper, plastic, dice, spin wheels, Playstation...:)

Lens #5 : The Lens of Endogenous Value

Endogenous is a biology term meaning "caused by factors inside the system". Applied to game design, this means that things that have value in the game only have value in the game. For example, monopoly money has no value outside of the monopoly game.

To use this lens, think about your players' feelings about items, objects, and scoring in your game. Ask yourself these questions:

What is valuable to players in my game?

How can I make it more valuable to them?

What is the relationship between value in the game and the player's motivations?

The value of items and score in the game is a reflection of how much players care about succeeding in your game.

Tuesday, January 18, 2011

Essential skills of a game designer

Animation
Anthropology
Architecture
Brainstorming
Business
Cinematography
Communication
Creative Writing
Economics
Engineering
History
Management
Math
Music
Psychology
Public speaking
Sound Design
Technical Writing
Visual Arts