hero generations: truth in game design applied - scott brodie
TRANSCRIPT
Truth In Game Design Applied:
Designing Hero GenerationsScott Brodie - Designer @ Heart Shaped Games
@brodiegames
• What is Truth?
• Truth in Games
• Concrete Design Process
• How I applied this to Hero Generations
• Detours: truth in a commercial setting
This Talk
“It’s funny because it’s true”
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“The truth is funny. Honest
discovery, observation, and
reaction is better than contrived
invention.” –Del Close, Comedian
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Truth in the Arts
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Pervasive outside of Games
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“Tell the truth, then go from
there.” –Stephen King, Author
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Truth in Games?
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The models you build in games
stay with you…
The models you build in games
stay with you…
…if they’re meaningful and memorable
Universal Truths
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Truth
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Truth
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Utility
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Fun still matters
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Fun because it’s true
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Is There a Repeatable
Design Process?
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?
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?
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?
Designer
Process
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?
Player
Process
?
Personal Goal: make
meaningful games while also
being commercially viable
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In 2014, we now have many
strong examples
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Enter Hero Generations
#1: Draw from Personal
Experience
My Perspective in 2009-2010
•Transitioning from a young man to an adult.
•Balancing career, family, just married.
•Sorting through having kids, going indie.
•Clock was ticking on career goals.
•Trepidation about setting down roots.
Honestly represent your
perspective
Design became intuitive
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#2: Abstract it and build a
relatable model
At its most basic, the game is
about charting a path…
…balancing competing goals…
…and then seeing how those
choices impact your offspring.
The trap of building “life”
games
Simplify
#3: clarify communication and
build an aesthetic players can use
to discern your truth
Model becomes metaphor
#4: Fully explore the model
[Family Photo Redacted for
Internets]
The art is in crafting the rules.
Your POV is in the rules you
choose and don’t choose to
include.
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The Hero Generations
Model
#5: Interaction with
commercial market
Thank You
@brodiegames
Come play Hero Generations
Tonight!
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