game design workshop. about the workshop started in 2001 started in 2001 hands-on hands-on focused...

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Game Design Workshop

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Game Design Workshop

Game Design WorkshopGame Design Workshop

About The WorkshopAbout The Workshop

•Started in 2001Started in 2001•Hands-onHands-on•Focused on iterationFocused on iteration•Grounded in a formal approach Grounded in a formal approach •Intended to be open-endedIntended to be open-ended

What It’s NOT about…What It’s NOT about…

•How to get a job as a game designerHow to get a job as a game designer•How to write a design documentHow to write a design document•Where game ideas “come from” Where game ideas “come from” •How to get your game fundedHow to get your game funded•How to use a level editorHow to use a level editor

In Other Words...In Other Words...

•It’s not about the BusinessIt’s not about the Business(Getting a job, pitching a game, getting funded)(Getting a job, pitching a game, getting funded)

•It’s not about the ProfessionIt’s not about the Profession(Writing documents, tracking bugs, using tools)(Writing documents, tracking bugs, using tools)

•It’s about the CraftIt’s about the Craft(Making games that are fun)(Making games that are fun)

What You’ll be DoingWhat You’ll be Doing

•Playing gamesPlaying games•Analyzing gamesAnalyzing games•Critiquing gamesCritiquing games•Modifying gamesModifying games•Refining gamesRefining games

Schedule Overview

●10am-6pm both days●Lunch from 12:15-1:45●Coffee breaks at 11am & 4pm●2-3 hour design exercisesInfo and signups at gdc.8kindsoffun.com

The Faculty

●Jonathan Hamel● Crystal Dynamics/Eidos

●Jeb Havens● Google

●Robin Hunicke● Thatgamecompany

●Frank Lantz● Zynga

●Marc LeBlanc● Electrified Games

●Andrew Leker● Electrified Games

●Stone Librande● EA/Maxis

●Art Min● Rumble Entertainment

●Tim Stellmach● As Himself

A Few Ground RulesA Few Ground Rules

•Please stay for both daysPlease stay for both days•PvE, not PvPPvE, not PvP•Save the “meta-discussion” for the very endSave the “meta-discussion” for the very end•Turn the laptop offTurn the laptop off

Last but not least…Last but not least…

Fail Fast!

TestTest AnalyzeAnalyze

ReviseRevise

Fail Fast!

Follow the Fun!

TestTest AnalyzeAnalyze

ReviseRevise

Fail Fast!

TED Talk: Marshmallow ChallengeTED Talk: Marshmallow Challenge

Channel your inner kindergartener…

Let’s Play!

Rock, Paper, Scissors vs. MAHK

Break Into Rooms

Rock 236Paper 220Scissors 224

Game/Software Parallels

=

The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

Mechanics

●Cards● Shuffling, Trick-Taking, Bidding

●Shooters● Ammunition, Spawn Points

●Golf● Sand Traps, Water Hazards

Room

Dynamics

2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Dynamics

Psychology = Human Dynamics

●Perception ●Attribution Bias●Cognitive Dissonance

2 3 4 5 6 7 8 9 10 11 12

Sometimes…

The Idea of Dynamics

●Behavior is separate from rules.

●The same behavior can emerge from many different rules.

Eight Kinds of “Fun”

● Sensation● Fantasy● Narrative● Challenge● Fellowship● Discovery● Expression● Submission

Some examples…

Formulating an “Aesthetic Model”

For each aesthetic goal:●Write a formal definition●List criteria for success●List modes of failure

●Serves as an “aesthetic compass”●These are often reusable

Goal: Competition

●Definition: A game is competitive if players are emotionally invested in defeating each other.●Success:

● Players are adversaries.● Players want to win.

●Failure:● A player feels that he can’t win.● A player can’t measure his progress.

Goal: Pirate Fantasy

●Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.

Goal: Pirate Fantasy

●Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. ●Success:

● Empowerment● Independence● Greed● Treachery● Prey upon Weak

• Failure:Failure: VulnerabilityVulnerability CompassionCompassion GenerosityGenerosity

Dra

matic

Tensio

n

Narrative Time

Conflict Resolution

Climax

Goal: Drama

Definition: A game is dramatic if:●Its central conflict creates dramatic tension.●The dramatic tension builds towards a climax.

Goal: Drama

●Success: ● A sense of uncertainty● A sense of inevitability● Tension increases towards a climax

●Failure:● The conflict’s outcome is obvious (no uncertainty)● No sense of forward progress (no inevitability)● Player doesn’t care how the conflict resolves.

Aesthetic Models are an Important Tool

●It’s hard to solve problems we can’t describe.●Especially in a large group.

The Point:

●In some sense, it isn’t about this:Mechanics Dynamics Aesthetics

The Point:

●It’s about this:

The Point:

●This is where game design happens.