the basics of game design - how to design a video game
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The basics of game designJuan Gabriel Gomila Salas
/joanby @Joan_By Juan Gabriel Gomila Salas joanby
Game elementsGameplay
Game Mechanics
Look & Feel
Storyline & Characters
Art
Technology
Audio
Gameplay vs
Game Mechanincs vs
Game Design vs
Playability
The psychological aspectsGame Mechaniques
Fun
Challenge - Achievements - Rewards
Dopamine (Skinner box)
Predict and drive user behavior
Responsability (Slots, WOW)
Achieve flow zone
Lose tracks of time while playing a game
Challenge vs skills
Anxiety vs boredom
Why do people play?
To master the game
To destress
To have fun
To socialize
Player motivationsShow off
Explore
Compete
Flirt
Chat
Help
Win
Disturb
Compare
Rate
Player types
Killers (20%)
Achievers (40%)
Socializers (80%)
Explorers (50%)
Player types
Progression to mastery
Novice
Problem Solver
Expert
Master
Visionary
Design for the novice, considering the master and being the Sherpa
Point System
Experience points, XP (guide, up, expire)
Redeemable points (fluctuation, earn & burn)
Skill points (attributes)
Karma points (behavior)
Level designDifficulty not linear
Actions per level
Logical, extensible, flexible, testable and refinable
Metaphor: precious metals, schools degrees, military
Progress bars
Virtual economies
Money in / Money out
Secondary market
Dual economies (soft & hard)
Complex conversion rates
Inflation problems
LeaderboardsMeaningful, comparable
After & Before
Top 10
Intuitive
Position based
Locally, Socially & Globally
BadgesShow off
Collection
Achievement
Status
Combine surprise with predictability
Onboarding processThe First minute is critical for player’s decision
Train and engage but don’t overwhelm
Let novices users win
Think about a Tutorial as a zero step
No choices
Reward for completing it
Challenges & Quests
Always a challenge available
Different challenges per level
Cooperative challenges
Reward for completing them
OtherCustomization
Avatars
Nickname
Dress
The empty bar problem
Feedback & Reinforcement
Engagement Core loop
How players leave and what brings them back again
Dual loop
Session length
Metagame
The Game Design Pyramid
Superfan
Retention
Core loop
Game design rules10 tips to succeed
#1 Make it fun
ARM Funnel
Acquisition
Retention
Monetization
#2 Short Loops
Collect your dragon eggs at Dragon City
Crop your corns at Farm Ville
Attempt a run at Jetpack Joyride
Play a 60s level at Candy Crush Saga
#3 Cover all players
Easy to play, hard to become a master
#4 Evergreen games
Games that never end
Short play game cycle
Game with no end
Restart the game?
#5 Play free forever
Some will become payers or even whales
Some will invite their friends
Some will play with their friends
Some will spread the word
#6 No-brainer first payment
Something that helps the player forever
Make it cheap
Make it optional
Make it really good value
#7 Able to spend $100
True fans with money would like to spend
Conversion Rate vs ARPPU
#8 The first 60 seconds
Don’t annoy them with boring tutorials
Guide them
Make them easy to win
Reward them for any actions
#9 Sell feelings, not contentSelf expression (badges, avatars…)
Progress (instant gratification, unlock content)
Power (power ups, better weapons…)
Status (to show off to others)
Relationships (to flirt, to help friends…)
#10 Measure everything
AB testing
Game Metrics
LTV > CPA
ARPU * user lifetime > CPA
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