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Think Game Play! http://blog.codedread.com/archives/2006/02 /12/gdc-2006-advanced-prototyping/ http://www.gamasutra.com/gdc2007/ index.php?id=13016

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Page 1: Think Game Play!  2006-advanced-prototyping/  016

Think Game Play!

http://blog.codedread.com/archives/2006/02/12/gdc-2006-advanced-prototyping/

http://www.gamasutra.com/gdc2007/index.php?id=13016

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Production CycleConcept designPrototyping (Pre-production)Production

Art conceptStoryboardingWritingLevel designModeling and animationProgramming, behavior and toolsPlaytestingRevisions

Post production

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Outside Source: Chapter 5 (Working with System Dynamics)

External Resources: Chapter 7 and 8 (Rollings and Adams)

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is an assemblage of entities/objects, real or abstract, comprising a whole with each and

every component/element interacting or related to another one.

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Games are SystemsObjectsPropertiesBehaviors

Actions that an object can takeRelationships:

Using Rules, e.g. Damage, Hit Points, ArmorUsing Behaviors, e.g. Sims: character

relationship with objects are based on their needs

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Transitive RelationshipsIn game terms: you need B to get to C.Example: you cannot fight the last boss in the

game without accumulating strength through fighting smaller bosses or enemies

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Elements of Transitive RelationshipsTiming is important, controlled through your

design: e.g. in FPS: you can control timing and pacing through XP, weapon strength, HP in the level

Challenge vs. Frustration

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Setup the objects, properties, behaviors, and relationships to create a balanced GamePlay

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Ways to establish balanceManipulating numbersIntroducing chanceManipulating rulesUse trade-off matrixEncoding the game as another balanced

game, e.g. Rock, Paper, Scissors

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Avoid Dominant StrategiesAre strategies that gives you a

win no matter what.E.g.

Any game Examples?

Wife Birthday Not Wife’s Birthday

Buy Flowers 10 20

Don’t Buy Flowers

-100 0

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Outside Source: Chapter 6 (Prototyping)

(most of this part of the lecture is taken from DIGRA Game Design Workshop primarily done by

Tracy Fullerton)

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Physical Prototyping

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Physical Prototyping

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Modeling the Premise & System

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Benefits of Physical Prototyping

• Allows process to focus on game play, not technology.

• Allows more design time, more iterations.

• Allows real-time response to feedback.

• Allows non-technical team members to participate at a high level in design process.

• Allows broader and deeper experimentation.

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Dramatic Elements

Dynamic System

FormalElement

s

Rules,Procedure

s,Mechanics

,etc.

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Formal ElementsPlayersObjectivesRulesProceduresResourcesBoundariesOutcome

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How is the interaction

between the players

organized?

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What goals structure the

play?

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What rules guide or limit the players’

actions?

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How does the play proceed?

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What resources are available to players to

accomplish their goals?

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How will it end?

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Dramatic ElementsPremiseCharacterStoryChallengePlay

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Additional MaterialsChris Hecker

http://chrishecker.com/Homepage (lectures, notes)

Chaim Gingold http://www.slackworks.com/~cog/ (lectures, ideas)

Johnathan Blow http://number-none.com/blow/index.html (demos of prototypes, papers, lectures, ideas)

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To Do for Oct 10/16Paper Prototype or other kinds of prototypesPlaytesting Report (3 sessions at least), schedule with

Ai Presentation for each group showing:

Paper prototypeNotes from playtestingPlease plan for 7 minute presentation – I will cut you off

if you go longerPresentations are on 10/16 and 10/23, I decide when u goSend presentations by email Monday 10/15 11:59 or

beforeOutcome of presentation: feedback and blog reportsEach student will blog on the presentations they saw,

please use formal and dramatic elements or MDA framework for your analysis. This is graded (see syllabus)