developing strategy / my tips on making games

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Developing StrategyMy Tips on Making Games

Alex Mandryka

@DesignBeachBum

alex@gamewhispering.com

GameWhispering.com

Who’s this guy?Born in ParisTrained in biologyWorked for 5 years in France

Moved to Canada in 2005Studio level positions at Ubisoft and Relic

Now doing consulting

STOP THINKING LIKE PLAYERS!I’m sorry but...

Player Designer

Maker Creator

IntentionStrategy

BUSINESS STRATEGYIt’s about satisfying others, not ourselves

Business Strategy

Something you’re good at + differentiation

CREATIVE STRATEGYThink before your act

Creative Strategy

“A MOBA to chill and have fun”

Team experience

Simple hero progression Map special features

“Let’s start implementing!”

What Mario Kart do we want?

What is Chavo Animado about?

1.Fun of being a kid

2.Interact with others

3.Disturbing peace

What happens in an episode?

1. Starts in a normal/mundane setting2. A new element is introduced3. The kids actions, make them enter into fantasy4. Fantasy escalates into total chaos as adults get involved5. Resolution to go back to reality with a couple of jokes

What is the message of the series?

Being a kid is letting yourself go into fantasy, knowing that you'll have

to return to reality

IMPLEMENTATION STRATEGYFind questions before coming up with answers

Implementation Strategy

Making

Development=

Answers

Prototyping=

Questions

4 months “This gameplay isn’t fun”

Just adding features

It’s not the features but the dynamics

ANALYSIS STRATEGYIt is more complicated than you think

Analysis Strategy

Understanding in details

What inputs to pass?- Hold forward- Build speed- Jump

What’s the difference here? And here?

How does movement differ?

Inertia No inertia No inertia

Why?

Warcraft VS StarcraftWhy different systems?

Starcraft plays at a bigger scale•200 population limit•Need for multiple basesMany different fronts

Warcraft III is smaller scale•100 population limit•Hero focus + XP system•Upkeep systemFewer fronts

“Shooter” is not precise enough

TRAINING STRATEGYRational ways to learn

Design skills – Game Design

• System design: AI, economy, game rules

Logic, mathematics, probabilities

• Interaction design: Controls, interfaces, feedback

Ergonomics, biomechanics, cybernetics

• Motivation design: Learning, reward, difficulty

Psychology, learning theory, motivation theory

Design skills – Level Design• Gameplay implementation: Challenge

creation, obstacles meet abilities

Analysis of game’s core challenge

• Environment creation: Building spaces to naturally draw the player through

3D engines and tools, architecture, landscaping

• Theatrics: Environmental storytelling, mood setting

Staging, cinematography techniques

Design skills – Narrative Design• Writing: Dialogue/screenplay, prose

Literature, creative writing

• Narrative Interface Design: Designing methods to convey story to the player

Media studies, media psychology, communication

• Player-Centric Plotting: Engaging the player as protagonist - Don’t tell, don’t show, let me play it!

Psychology? Literature theory?

Alexandre Mandryka

@DesignBeachBum

alex@gamewhispering.com

GameWhispering.com

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