developing strategy / my tips on making games
TRANSCRIPT
Developing StrategyMy Tips on Making Games
Alex Mandryka
@DesignBeachBum
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?