Game Design What you should know about game design whether you - - PowerPoint PPT Presentation

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Game Design What you should know about game design whether you - - PowerPoint PPT Presentation

Game Design What you should know about game design whether you create games or not Codemotion Berlin 24 October 2016 emabolo@gmail.com @emabolo Emanuele Bolognesi emabolo@gmail.com http://emabolo.com @emabolo www.gamearena.io


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Codemotion Berlin 24 October 2016

emabolo@gmail.com @emabolo

Game Design

What you should know about game design whether you create games or not

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Emanuele Bolognesi

emabolo@gmail.com http://emabolo.com @emabolo

www.gamearena.io www.gamesnostalgia.com www.gamesvoyager.com www.gameborder.net

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1

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2

You do not talk about game design

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3

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Game vs Toy

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Game vs Toy

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What is a game?

  • 1. Games have goals
  • 2. Games can be won and lost
  • 3. Games have rules
  • 4. Games are interactive
  • 5. Games have conflicts
  • 6. Games have challenges
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Jesse Schell, The Art of Game Design

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Main components of game design

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Aesthetics

How your game looks, sounds and feels

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No Man’s Sky (2016)

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Monument Valley (2014)

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Shadow of the Beast II (1990)

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Warcraft III - Reign of Chaos (2002)

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Monopoly (1935)

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Story

The sequence of events

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The Secret of Monkey Island (1990)

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Assassin’s Creed (2007)

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Space Invaders

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Technology

What makes the game possible

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Commander Keen (1990)

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Mechanics

  • Procedures and rules
  • The goal of a game
  • The victory conditions
  • Actions that players can take

Pacman (1980)

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Pacman - Commodore 64 version (1983)

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Tomb Raider (1996)

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MDA Framework

http://gangles.ca/2009/08/21/mda/

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None of the elements is more re impo port rtant than the others rs

More visible Less visible Right brain Left brain

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The elements support a theme

  • Decide what your theme is
  • Use every means possible to reinforce

that theme

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create an experience

  • A memorable experience!
  • What experience do I want the

player to have?

  • How can my game capture the

essence?

  • Find as many ways as possible to

instill this essence into your game

The Goal:

Jesse Schell, The Art of Game Design

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Batman Arkham Knight (2015)

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Sid Meier’s Colonization (1994)

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Game designers design experience (by definition) design experience !!! UX designers

Think about it…

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Focus and balance

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Focus

  • Clear goals
  • No distractions
  • Direct feedback
  • Continuosly challenging

Mario Cart 8 (2014)

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Balance

Challenges Skills Anxiety Boredom

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Balance

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Rewards

  • Reward with feedbacks: they tell the

players they are doing well

  • Rewards generate pleasure
  • In games there is no such thing as ”too

much reward”

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Product where I can see game design choices

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Let’s take the standard home holiday services…

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Airbnb

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Think about learning languages…

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And now let’s take Duolingo

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GOALS Experience Points Difficulty level

  • > balance

First of all: easthetic

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Map + Badges Player Level

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Let’s take the usual navigation/map service

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Now let’s take Waze

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First of all: easthetic

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Cartoon-style Graphics Player Levels and Ranks Unlockable avatars

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Reports from higher level players have greater influence When you level up, your experience of navigation changes and it even impacts

  • ther “players”

And it’s not just “empty” gamification:

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Final thoughts

  • Give goals and rewards to your

users

  • Balance the difficulty to keep

the user in the flow

  • Give memorable experiences to

your users

  • This is true for both games and

non-games

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That’s enough!

Max Payne (2001)

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Thank You!

Email em emabolo@g @gmail.com Twitter @em @emabolo Skype em emabolo We Websi site www. www.emabolo.com

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Email em emabolo@g @gmail.com Twitter @em @emabolo Skype em emabolo We Websi site: : www. www.emabolo.com

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BACKUP

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Crafting the Rules of Entertainment

Game Design?

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The goal: create an experience

Sid Meier’s Colonization (1994)

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Elite II – Frontier (1993)

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A game is made of games

Tetris (1988) Tomb Raider (2013)

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Definition

“A game is a problem solving activity, approached with a playful attitude”

Jesse Schell, The Art of Game Design

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Character Design

  • Research
  • Decide the target
  • Give him/her an interesting personality
  • Exaggerate characteristics
  • Make it distinctive
  • Colours
  • Goals and dreams
  • Back stories

http://pixar-animation.weebly.com/character-design.html

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A theme with resonance

  • What is about my game that feels

powerful and special?

  • When I describe my game to people,

what ideas get them really excited?

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How to start

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The Eight Filters

1. Artistic: does this game “feel” right? 2. Demographics: Will the target like this game enough? 3. Experience: is this a well designed game? 4. Innovation: is this game novel enough? 5. Business and marketing: Will this game sell? 6. Engineering: is this technically possible? 7. Social: does this game have a social/community goal? 8. Playtesting: do the playtesters enjoy the game enough?

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http://freemiumgamedesigns.com/2014/09/clash-of-clans-vs-boom-beach-part-2-the-habit/

Clash of Clans (2012)

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The rule of the loop

1. Create a basic design

  • 2. Find out the greatest risks in your design
  • 3. Build prototypes that mitigates those risks
  • 4. Test the prototypes
  • 5. Learn from the tests and create a better design
  • 6. Return to step 2
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Know your audience

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Leblanc’s Taxonomy of game pleasures

  • Sensation

see or hear something beautiful, deliver pleasure

  • Fantasy

imagining yourself as something you are not

  • Narrative

dramatic unfolding of sequence of events

  • Challenge
  • ne of the core pleasure
  • Fellowship

friendship and cooperation

  • Discovery

explore the game world, discover new things

  • Expression

creating new things

  • Submission

leave your real world and enter a new set of rules and meaning: the magic circle

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Bartle’s Taxonomy of Player Types

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http://stories.maker.me/monument-valley-an-apple-design-award-winning-game/

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