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Designing Games for Game Designers

Designing Games for Game Designers

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Designing Games for Game Designers

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  1. Please turn on “Notes View” for the speaking points about each slide. A video of this talk is available at: http://gdcvault.com. Designing GamesforGame Designers Stone Librande Creative Director, EA/Maxis Lead Designer, SimCity

  2. Overview • Class Background and Philosophy • Fundamentals of Game Design • Workshop Games • Final Thoughts

  3. Workshop Locations • CogswellPolytechnical College (Sunnyvale, CA.) • Game Design Workshop (GDC) • Game Connection (Paris) • EA Intern Mentoring (Maxis Studio)

  4. Workshop Structure • Paper, cards, dice (no computers) • 2 to 3 hour workshops • Focus on one specific topic • No grades, but there are “winners”

  5. First Day Game Exercise Goals: • A chance for the class to get acquainted • Focus on physical rather than cerebral • Set the tone for the semester

  6. What is a Game? • Lost in the Shuffle (The Duelist magazine) • Richard Garfield (1994-99) • The Art of Computer Game Design • Chris Crawford (1984) • I Have No Words & I Must Design • Greg Costikyan (1994)

  7. Fundamentals of Game Design

  8. Fundamentals of Game Design

  9. Fundamentals of Game Design

  10. Fundamentals of Game Design

  11. Fundamentals of Game Design

  12. Goals • Player’s relationship to the goal is clear • Drama increases as the goal nears

  13. Goal Cards Exercise Goals: • Experiment with different types of goals • Only the goal can change, not the rules • How does changing the goal change the game?

  14. Public points vs. secret points Negative goal Timed goals

  15. Multiple Goals: • Simultaneous • Randomly Changing Secret Goals

  16. Custom Goals

  17. Win a chip Win a Goal Card Get the most Goal Cards Get your card promoted

  18. Opposition • Flow • Sense of accomplishment

  19. Obstacle Pong Exercise Goals: • Incremental difficulty tuning • Hard and Soft obstacles • Giving the player an edge • Opposition and Opponents

  20. Obstacle Pong

  21. Obstacle Pong

  22. Obstacle Pong

  23. Obstacle Pong

  24. Exercise Goals: • Asymmetric game balance • Tuning for drama

  25. Each tank gets 3 actions per turn: Shoot Move Rotate

  26. Decisions • Interesting decisions • Creativity and discovery

  27. Exercise Goals: • Balancing decisions • Encouraging expression and role-playing • Combining characters to create new stories

  28. Kneel • Pray • Smite • Bless • Step • Wobble • Belch • Throw Bottle • Hide in Trash • Stagger

  29. Rules • Easy to learn • A lifetime to master

  30. Add a Rule Exercise Goals: • Rule structure and organization • Precision • Simplification