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Is this thing on?. Game Design Workshop. Orientation GDC 2008. About The Workshop. Started in 2001 Hands-on Focused on iteration Grounded in a formal approach Intended to be open-ended. What It’s NOT about…. How to get a job as a game designer How to write a design document
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Game Design Workshop Orientation GDC 2008
About The Workshop • Started in 2001 • Hands-on • Focused on iteration • Grounded in a formal approach • Intended to be open-ended
What It’s NOT about… • How to get a job as a game designer • How to write a design document • Where game ideas “come from” • How to get your game funded • How to use a level editor
In Other Words... • It’s not about the Business(Getting a job, pitching a game, getting funded) • It’s not about the Profession(Writing documents, tracking bugs, using tools) • It’s about the Craft(Making games that are fun)
What You’ll be Doing • Playing games • Analyzing games • Critiquing games • Modifying games • Refining games
Marc LeBlanc Mind Control Software Andrew Leker Mind Control Software Steve Librande Electronic Arts (Spore) Tim Stellmach Vicarious Visions The Faculty • Jonathan Hamel BreakAway Games • Clint Hocking Ubisoft • Robin Hunicke Electronic Arts (LA) • Frank Lantz Area/Code
A Few Ground Rules • Please attend as much as you can • Collaborate, Share, and Encourage • Save the “meta-discussion” for the very end • Turn the laptop off • Fail Early. Fail Often. • Fail Sooner. Fail Faster.
Let the Games Begin! Go to the room matching your poker chip • Blue: 3005 • Red: 3007 • White: 3020
Overview SiSSYFiGHT simulates a playground fight between little girls.
Overview Each girl begins with 10 Self-Esteem chips … and the goal of the game is to reduce your opponents’ self-esteem to ZERO!
Overview When there are only one or two players left with any self-esteem, they win the game!
Setup Each player starts with: 1. Three “Action” cards 2. Six “Target” cards, 1 “No Target” card 3. Ten chips. Each player plays a different color. Choose a color and put it in your badge holder.
Rules Each Round: • Choose an “Action” and “Target” in secret. • Reveal cards simultaneously • Resolve actions • All communication must be public. • When you run out of chips, you’re out. • When one or two people are left, they win.
Actions • Solo: • Target discards one chip. • Team: • If anyone else teams against this target, she discards two chips per attacking player. • Defend: • Not an attack – choose “No Target” as your target. • If no one targets you: lose one chip. • Else, lose half the chips required (round down).1 0, 2 1, 3 1, 4 2, etc.
Coffee at 11:00 • Play until then • Come back here at 11:15
What’s fun about SiSSYFiGHT? • What kinds of fun did you experience? • Can we get more specific than “fun?”
What’s fun about SiSSYFiGHT? • What kinds of fun did you experience? • Can we get more specific than “fun?” • Intrigue: Negotiation, Cooperation, Betrayal • Challenge: Tactics, Problem Solving • Drama
How do we get from… • Cards • Chips • Rules
To… • Intrigue • Challenge • Drama • Cards • Chips • Rules
What’s missing? “Rules” “Fun”
The causal link… “Rules” “Behavior” “Fun” This is what sets games apart…
Games As Software “Rules” “Behavior” “Fun”
Games As Software “Rules” “Behavior” “Fun” Code Process Requirements
Mechanics “Behavior” “Fun” Process Requirements A Design Vocabulary
Mechanics Dynamics “Fun” Requirements A Design Vocabulary
Mechanics Dynamics Aesthetics A Design Vocabulary
Mechanics Dynamics Aesthetics The MDA Framework
Definitions • Mechanics: The rules and concepts that formally specify the game-as-system. • Dynamics: The run-time behavior of the game-as-system. • Aesthetics: The desirable emotional responses evoked by the game dynamics.
Mechanics Dynamics Aesthetics Player Designer The Designer/Player Relationship
The Player’s Perspective Mechanics Dynamics Aesthetics Player
Mechanics Dynamics Aesthetics Designer The Designer’s Perspective
MDA • A “Taxonomy” of Design Knowledge • Aesthetics • Dynamics • Mechanics • …and the interactions between them.
Aesthetics of SiSSYFiGHT • Fellowship: Negotiation, Cooperation, Betrayal • Challenge: Tactics, Problem Solving • Narrative: Drama
Competition, Random Attacks Equality Scourge Cooperation, Team Attacks Dynamics of SiSSYFIGHT
Mechanics of SiSSYFiGHT • Turn-based • Hit Points • Public Communication • Simultaneous Action
SiSSYFiGHT Fiction • Does SiSSYFiGHT do a good job of conveying its subject matter? • How can it do better?
SiSSYFiGHT Fiction What other fictional genre or subject matter could the mechanics of SiSSYFiGHT simulate?
Exercise • Choose a fictional genre and/or setting that might fit this game. • Adapt the game to your chosen subject matter. • Keep in mind the aesthetic qualities we identified in the breakdown. • How can the rules of the game be changed to best support your fiction?
Brainstorming • Everyone Grab a Sticky Pad
When I Say “Go…” • You will have 90 seconds. • Write down as many genre ideas as you can. • One to a sticky note. • Keep it Short ( 5 words) • No idea is too dumb. • Work in silence.
Ready? • Go!
Pens Down! With your group: • Get on your feet! • Find some wall space • Stick your ideas to the wall • Put like ideas together • Look for critical mass • Narrow down a fiction to work on.
Exercise: • You’ve chosen a setting or fiction for SiSSYFiGHT. • Adapt the game to your chosen subject matter. • Keep in mind the aesthetic qualities we identified at the beginning. • How can the rules of the game be changed to best support your fiction?
Lunch at 12:30 • Work until then • Sign up for Electives in 3005 • Come back here at 2:00
Welcome Back • Continue working with your group • Be ready to present at 3:00
Exercise: • You’ve chosen a setting or fiction for SiSSYFiGHT. • Adapt the game to your chosen subject matter. • Keep in mind the aesthetic qualities we identified at the beginning. • How can the rules of the game be changed to best support your fiction? Be ready to present at 3:00!
Discussion • Let’s compare solutions. What different approaches did we take?