five techniques for making an unforgettable game reisuke...
TRANSCRIPT
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Five Techniques for Making an Unforgettable Game Reisuke Ishida Chief Game Designer, TAITO Corporation
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Reisuke Ishida
Chief Game Designer
Graphic Designer
Primarily focused on mobile and smartphone game design,
with some arcade and console experience.
Major projects include SPACE INVADERS INFINITY GENE, GROOVE COASTER,
etc.
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SPACE INVADERS
INFINITY GENE
The Shooting Game That
Evolves as You Play
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GROOVE COASTER
A Music Game in
Roller Coaster Form
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Five Techniques for Making an
Unforgettable Game
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1. Turn your core idea into ad copy.
2. Flesh out your idea in such a way that the core
concept is reinforced.
3. Strive for intuitive controls and exaggerated reactions.
4. Aim for a little quirkiness or disharmony.
5. Add some value beyond the game.
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1. Turn your core idea into ad copy.
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SPACE INVADERS INFINITY GENE
“An Evolving Game”
GROOVE COASTER
“Music Game Meets Roller Coaster”
1. Turn your core idea into ad copy.
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Boil your concept into a single phrase
and see if it appeals to others.
1. Turn your core idea into ad copy.
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2. Flesh out your idea in such a way
that the core concept is reinforced.
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Don’t let your core idea become obscured or overshadowed.
2. Flesh out your idea in such a way that the core concept is reinforced.
However,
An innovative idea may attract core gamers,
but the general public wants a well-rounded product.
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SPACE INVADERS INFINITY GENE
Evolution
2. Flesh out your idea in such a way that the core concept is reinforced.
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GROOVE COASTER
Visuals
Match the
Music
Roller Coaster-
Style Exhilaration
2. Flesh out your idea in such a way that the core concept is reinforced.
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SPACE INVADERS INFINITY GENE
The menu as evolutionary tree
Menus can act as showcases
for the game’s primary appeal.
2. Flesh out your idea in such a way that the core concept is reinforced.
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GROOVE COASTER
The menu as roller coaster track
2. Flesh out your idea in such a way that the core concept is reinforced.
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The entire game—including menus and
sound—should all promote the core idea.
2. Flesh out your idea in such a way that the core concept is reinforced.
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3. Strive for intuitive controls
and exaggerated reactions.
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Player Character
Example: A Player Character guides a Robot via remote control
Robot Player
3. Strive for intuitive controls and exaggerated reactions.
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There’s a trade-off between
intuitiveness and indirectness.
3. Strive for intuitive controls and exaggerated reactions.
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Virtual Controller
Example: Controlling the robot via a virtual controller
Robot Player
Even virtual controllers are indirect.
3. Strive for intuitive controls and exaggerated reactions.
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Player Character
Example: SPACE INVADERS INFINITY GENE
Player
Abandoning separate shooting controls resulted in greater intuitiveness.
3. Strive for intuitive controls and exaggerated reactions.
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See if you can provide
the same entertainment more directly.
3. Strive for intuitive controls and exaggerated reactions.
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Strive for stress-free controls.
The need for stress-free controls outweighed the drawback of allowing players to move through enemies.
SPACE INVADERS INFINITY GENE
3. Strive for intuitive controls and exaggerated reactions.
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Even the most innovative games
won’t get played if the controls are frustrating.
3. Strive for intuitive controls and exaggerated reactions.
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Tapping leads to a flash and sound effect, even in scenes where no player input is necessary.
GROOVE COASTER
A lack of feedback makes players anxious.
♪
3. Strive for intuitive controls and exaggerated reactions.
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Defeating an enemy leads to an unexpectedly flashy explosion.
SPACE INVADERS INFINITY GENE
Bigger reactions lead to more fulfilling play.
3. Strive for intuitive controls and exaggerated reactions.
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People like to talk to open, enthusiastic participants.
3. Strive for intuitive controls and exaggerated reactions.
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4. Aim for a little quirkiness or disharmony.
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No matter how brilliant the idea, uninspired
presentation turns off potential customers.
4. Strive for a little quirkiness or disharmony.
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SPACE INVADERS INFINITY GENE
Final Design Discarded Proposal
New, yet nostalgic.
4. Strive for a little quirkiness or disharmony.
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Adding color and organic motifs (animals, flowers) results in a lighter feel.
GROOVE COASTER
4. Strive for a little quirkiness or disharmony.
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Inspire curiosity in your audience through
quirky, disharmonious elements.
4. Strive for a little quirkiness or disharmony.
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5. Add some value beyond the game.
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A game that isn’t just fun, but also a status symbol.
5. Add some value beyond the game.
Traces the history of gaming’s evolution Fuses music, visuals, and gaming to
explore new possibilities in media
SPACE INVADERS INFINITY GENE GROOVE COASTER
Stylish Presentation
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The evolutionary tree-shaped menu changes with each player’s progress.
Player A Player B
5. Add some value beyond the game.
Reflect players’ individuality
for a special, personalized
game.
SPACE INVADERS INFINITY GENE
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GROOVE COASTER
The changing menu can be played as an actual stage.
5. Add some value beyond the game.
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GROOVE COASTER
The player’s name added to the credits.
5. Add some value beyond the game.
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Pride and self-projection lead to attachment,
creating buzz for your game.
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1. Turn your core idea into ad copy.
2. Flesh out your idea in such a way that the core
concept is reinforced.
3. Strive for intuitive controls and exaggerated reactions.
4. Aim for a little quirkiness or disharmony.
5. Add some value beyond the game.
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