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Game design. Your Personal opinion vs Your Professional opinion. Milton Glazer on failure. http://vimeo.com/23285699. Game design. Gathering ideas Creating game concepts Writing Game design docs Guide production Test, test and more testing. And also. Presenting Writing and rewriting
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Milton Glazeron failure http://vimeo.com/23285699
Game design • Gathering ideas • Creating game concepts • Writing Game design docs • Guide production • Test, test and more testing
And also • Presenting • Writing and rewriting • Discussions with arguments! • And Listening! • Analyzing • Reflecting
Desk work? • Game concepts and game designs • Word, Excel, Visio, Illustrator • Functional design document • Rule sets/mechanics, enemies, levels, playing time and pace, difficulty, etc • Keeping and overview, keep an eye out for new ideas and threats • Making sure everybody knows what to do…and why!
Rules • Setup of lessons • A look at the concepts at hand • A bit of theory • Time for work, discussions and help with your doc. • Create a pitch doc for the digital version of the Party game. • Same groups as the party games from Tim Bosje • Same Concept as the party games from Tim Bosje • 100% attendance is mandetory • Next Monday
Requirements • 1 A4 page • Naming convention – [ADP2013_yournames_your game title.doc] • Contents • Title • Intro text that is descriptive of your game. Explain and spark interest • Platform • Genre • USP • Setting (story if applicable) • Game, goals and rewardsThe following questions should be answerd. What are you doing in the game? why? How? And what are you getting in return and how does this lead to progression and how is this linked to the ultimate goal? • Highlites (optional) • SWOT analysis
Common items • Intro • Platform / genre / etc. • For who are you writing the document? • Don’t assume • Don’t be afraid to repeat stuff • Be specific • Names • Numbers • Examples
Read you own doc …he got petrified in the war and was lost forever until a group of scientist dug him up and unpetrified him… Wait what??
Be aware of… • The nameless one (have a game title and name mechanics) • Vague bullshit (Make sure your mother can understand) • The-Next-Big-Thing syndrome • Self projection • Thinking you know your reader • Would / should / could / think / believe
Ask yourself: “Why?” Each feature must have a reason to be in the game. It should support the core experience in some way.
Setting: What does it feel like? Era/ reality Emotion Theme
What are you known for? Name your USP Special or different? Hook
What is the player doing?Where does the fun come from? Story goals Macro / Chapter / Level goals Micro / Level / Loop goals
Who are your players? • Target audience • Who are they • What do they like/ are they looking for • You sell your game here • NOT a rating thing only • An M rating is not what you want
Special experiences / highlights A typical description of what your game is going to be known for.
You don’t create games for yourself, unless you want to buy 1 million copies yourself.
Implicit rules vs Explicit rule Explicit Implicit Created by the player You allowed the possibility Can be changed at any moment • Created by you • Is an actual mechanic • Can not be ignored in the game
Progression & rewards READ IT! Gameplay Design Fundamentals: Gameplay Progression By Mike Lopez
Which one is it for you? Skill? Time investment? or both?
Key Elements of Gameplay Progression • Game Mechanics • Experience Duration • Ancillary Rewards (visual, aural, decorative, etc.) • (in other words with an Environmental Progression • Practical Rewards (gameplay relevant) • Difficulty
Requirements • 1 A4 page • Naming convention – [ADP2013_yournames_your game title.doc] • Contents • Title • Intro text that is descriptive of your game. Explain and spark interest • Platform • Genre • USP • Setting (story if applicable) • Game, goals and rewardsThe following questions should be answerd. What are you doing in the game? why? How? And what are you getting in return and how does this lead to progression and how is this linked to the ultimate goal? • Highlites (optional) • SWOT analysis