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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