How You Can Make A Great Game

Download How You Can Make A Great Game

Post on 07-Jan-2016

25 views

Category:

Documents

1 download

DESCRIPTION

How You Can Make A Great Game. Daniel Kline. Takeaways : What separates a good game from a great game. Identify what kind of games you want to make. Game development's best practices to help. There are no Guarantees. There are no Guarantees. - PowerPoint PPT Presentation

TRANSCRIPT

How You Can Make A Great GameDaniel KlineTakeaways:What separates a good game from a great game.Identify what kind of games you want to make.Game development's best practices to help.There are no GuaranteesThere are no Guarantees(and it'd be really sharp to question everything I'm going to say)I'm going to talk about a lot of games, including my own.(I love all of them. Any criticism is just to share a point.)IntroductionsStar Wars: Force UnleashedDiablo 3Call of Duty: Finest HourSoldier of Fortune IIMat Hoffmans Pro BMX IIMLB Slugfest 20-03I haven't done it yet.This is my Plan too. Good != Great(videos)Good Games...Great Games...Option 1Option 2not (videos)A Great Game is virtuous.A Great Game is virtuous.It doesn't have to be hard to make. Is Scrabble the most virtuous game possible about letter combinations?Takeaways:What separates a good game from a great game.Identify what kind of games you want to make.Game development's best practices to help.Wait...!!! You can't just compare Final Fantasy to Basketball to The Sims...They're totally different. Be Virtuous How?Shoot, you said Halo wasn't so virtuous but it was still great.Different Kindsof GamesNot platforms...Different Kindsof GamesRollercoaster IcoDragon's LairMetal Gear SolidHalf-LifeRollercoaster ChallengeIcoStreet Fighter 2Dragon's LairDefenderMetal Gear SolidLeft 4 DeadHalf-LifeRollercoaster ChallengeExperimentIcoMarioCivilizationDragon's LairFar Cry 2Metal Gear SolidHalf-LifeNetHackStreet Fighter 2DefenderLeft 4 DeadRollercoaster Challenge ExperimentMoviesSports ToysRoleplayingGamesRollercoaster ChallengeExperimentCivilizationMetal Gear SolidStreet Fighter 2Possible ChoicesRollercoasterExperimentChallengeSignificant DecisionsRollercoasterExperimentChallengeRollercoaster ChallengeExperimentStar Wars: Force UnleashedDiablo 3CivilizationCall of Duty: Finest HourMetal Gear SolidStreet Fighter 2Others?Rollercoaster ChallengeExperimentPick yourgenreRollercoaster ChallengeExperimentFind yourstyleTakeaways:What separates a good game from a great game.Identify what kind of games you want to make.Game development's best practices to help.Game Development Best PracticesMake something you want someone specific to playKnow your Successful Outcome ExperienceCultivate Virtue;Every Design starts off 700% too largeExperiment First, Great Second,Polished Fourth(What's Third?)Playtest, Playtest, PlaytestJoin a CommunityMake a MentorFind a PartnerDon't worry about what you can't doUse Technology You KnowWork Hard For What You Believe InCultivate EustressBe HappyMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Big Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know Cultivate EustressWork Hard For What You Believe In Be HappyWe all want you to make your Masterwork.Good Luck.Questions?slides available at Game Of Designhttp://dankline.wordpress.comdankline@sbcglobal.netSince I figured the audience was going to be so diverse, I thought we'dtalk about something fundamental to the medium.What makes Great Games? What's fundamental about Great Games?How can we narrow it down to Your Game?What can get that game made?Audience How many have made a game before?Artists? Programmers? Designers?What kinds of games interested in? Flash? iPhone? Big Team? Indie?MyselfSo far, I consider myself only a failure and a critic.We could all walk out of here and copy a great game. But that doesn't make it great, that makes it good.Or we could go execute on a mediocre idea, but that also doesn't make it great.(give examples of each)sell lots of copies3.5 mil on consolesget great youtube commentsWhen I first played this on the PS2 back in the day I thought "damn this is literally the most intense shit i've ever seen in my life". Seeing it now... yeah its still one of the most intense things ever. I didnt play any after this but based on this alone it was epic...get 70-80 reviews76 are roughly polishedgraphics a bit jaggy have fun but inconsistent designsstory vs. lots of shooting flow just okexamples from video, say dying at the end bunker of 1-2Great games do all this and better, right?Great games are a lot more thoughGreat games are small historical milestonesGreat games are remembered. Great games are really, really difficult to make.In particular, they take years and years to get right.Like 5 years. Like make 10 in your lifetime.They take a lot of money.Like $30 million.They take a lot of luck, or a lot of sequels.Now, if you want to make one of those games. There's lots of resources out there.It means joining a big team and a big company and competing to be the best on top of a smaller and smaller hill.But there's other kinds of great games.Let's look at some examples. Whose played these games? Whose played these games? All of these was made only with a couple people, in a short period of time, for tiny budgets.And these are great games, some of the best I've ever played.In many ways, these are better games, because they are more virtuous.Great games are virtuous.PHILOSOPHY MINUTE! Great games are virtuous.Aristotle aside. (with chair)AreteFully explores their concepts, without distraction.Games, in particular, have the opportunity to be virtuous." Virtue, according to Aristotle, is the excellence of function. Everything has a specific function and performing that function with excellence leads to having virtue. He believes the unique human function is the ability to reason. Aristotle also goes on to explain that having virtue is how we attain happiness. So if we are not performing our function with excellence we cannot possibly be happy. For example, the function of a chair is to support those who sit on it, if a chair has three legs and can not even stand on its own the chair can not have virtue. If the chair could feel happiness, it could not possibly be happy because it is performing its function poorly."http://www.oppapers.com/essays/Aristotle-Epicurus/81078 This might be for sitting in It might be the most comfortable in the world.But it's not virtuous because it doesn't maximally express chair-ness.Coming back to our example.What's the virtue in these games? In these?Notice we struggle a bit more?What about here?Show CoD:FH and SW:FU to show disconnect between story and gameplay repetitionEverything else,the reviews,the sales,the polish,the pacing,the historical impact, all of it comes out of making a virtuous game.PAUSE Be asking yourself questions like this...Get GOODat recognizing VirtueQuestions?Hardware isn't what separates gamesAll these games could be on DS, iPhone, PC, board game, XBox Live, etc.Gameplay is what separates games.Story, Narrative.Finish, and look heroic doing it.Resident Evil, and Bioshock.Mastery.Optimizing play. Practice practice practiceThink Madden, Bejeweled, Poker, and World of Warcraft raids.Exploration, Understand, Comprehend.It talks about emergence and experimenting and options.Think The Sims, and Deus Ex.MoviesToysRoleplay Competition and SportsVirtue in each categoryInteresting Mathematics of the space.Helps Identify.Balancing Also Helps Design Towards as GoalsWhat other games would go up here?Clarify Better then action, adventure, etcVery different goals. Strive for something different.Can't design for them the same.Can't use tech for them the same. Match Use Cases to GenresQuestions?So far, I consider myself only a failure and a critic.Diablo 3 storyGame Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyGame Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyGame Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyGame Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyValveLeft 4 Dead and needing procedural spawning, iterationHeck, Portal was one giant playtest!Game Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyGame Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyGame Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyGame Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyUse Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Game Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyThe term eustress was first used by endocrinologist Hans Selye in 1975, when he published a model dividing stress into two major categories: eustress and distress.[1] Distress is the most commonly-referred to type of stress, having negative implications, whereas eustress is a positive form of stress, usually related to desirable events in a person's life. Both can be equally taxing on the body, and are cumulative in nature, depending on a person's way of adapting to a change that has caused it. The body itself cannot physically discern between distress or eustress. [3]Game Development is HARDIt's going to be harder then anything you've ever done.Why do it if you aren't happy?Game Dev Best PracticesMake Something You Want Someone Specific To PlayKnow Your Successful Outcome ExperienceCultivate Virtue; Every Design Starts Off 700% Too Large Experiment First, Great Second, Polished FourthPlaytest, Playtest, PlaytestJoin a CommunityMake a Mentor Find a PartnerDon't Worry About What You Can't Do Use Technology You Know (Games don't depend on tech. See Boardgames, rpgs)Cultivate EustressWork Hard For What You Believe In Be HappyThanks!