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Game Prototyping. 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 Cycle . Concept design Prototyping (Pre-production) Production Art concept Storyboarding Writing Level design
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Game Prototyping 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 Cycle • Concept design • Prototyping (Pre-production) • Production • Art concept • Storyboarding • Writing • Level design • Modeling and animation • Programming, behavior and tools • Playtesting • Revisions • Post production
Games as Dynamic Systems Outside Source: Chapter 5 (Working with System Dynamics) External Resources: Chapter 7 and 8 (Rollings and Adams)
What is a System? 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 Systems • Objects • Properties • Behaviors Actions that an object can take • Relationships: • Using Rules, e.g. Damage, Hit Points, Armor • Using Behaviors, e.g. Sims: character relationship with objects are based on their needs
Transitive Relationships • In 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 Relationships • Timing 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
Composing a System Setup the objects, properties, behaviors, and relationships to create a balanced GamePlay
Ways to establish balance • Manipulating numbers • Introducing chance • Manipulating rules • Use trade-off matrix • Encoding the game as another balanced game, e.g. Rock, Paper, Scissors
Avoid Dominant Strategies • Are strategies that gives you a win no matter what. • E.g. • Any game Examples?
Prototyping Games Outside Source: Chapter 6 (Prototyping) (most of this part of the lecture is taken from DIGRA Game Design Workshop primarily done by Tracy Fullerton)
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.
Where to Begin? Dynamic System Dramatic Elements • Rules, • Procedures, • Mechanics, • etc. Formal Elements
Formal Elements • Players • Objectives • Rules • Procedures • Resources • Boundaries • Outcome
What resources are available to players to accomplish their goals?
Dramatic Elements • Premise • Character • Story • Challenge • Play
Additional Materials • Chris 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 10/16 • Paper Prototype or other kinds of prototypes • Playtesting Report (3 sessions at least), schedule with Ai • Presentation for each group showing: • Paper prototype • Notes from playtesting • Please plan for 7 minute presentation – I will cut you off if you go longer • Presentations are on 10/16 and 10/23, I decide when u go • Send presentations by email Monday 10/15 11:59 or before • Outcome of presentation: feedback and blog reports • Each 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)