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Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
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Gameplay Design Workshop 1/2 (2011)

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  • Transcript

    • 1. Gameplay Design DAY 1 Petri Lankoski petri.lankoski@sh.se
    • 2. ScheduleToday Tomorrow Theory: atoms Theory: chance Design exercise Design exercise Wrap-up Wrap-up
    • 3. Why Theory?Theory exposesstructures➡ useful for designing certain kinds of features into a gameTheory predictsconsequences➡ what if we use this Trial and error vs. theory design? Figure: Wikipedia (CC BY-SA 3.0)
    • 4. Player-centric designWhat is this game about?How do I play?How do I win?Why do I want to play?What things do i need to do?
    • 5. Atoms = What to DesignGame State A snapshot of all things in gameGame Views A player’s view to a game stateGame Objects Tokens, characters, resources, etc.Game Mechanics Possible player actionsDynamics How the game reacts to mechanicsGoals What the player try to reachTheme What the game is about
    • 6. Example: Texas Hold’Em Game State Game View Game ObjectsGame Mechanics Dynamics Goals Theme
    • 7. Example: Texas Hold’Em Game State Game View Game ObjectsGame Mechanics Dynamics Goals Theme
    • 8. Typical dynamicsTerritorial Buildingacquisition CollectionPrediction Chasing andSpatial reasoning evadingSurvival TradingDestruction Race
    • 9. Design TaskMain dynamic: RacePlayers: 2-4Deliverable: Board-game, card-game, or tile-based game prototype
    • 10. Player-Centric DesignWhat is this game about? THEME?How do I play? MECHANICS?How do I win? GOALS?Why do I want to play?What things do i need to do? How do I reach the GOALS; what are the obstacles; DYNAMICS?
    • 11. Further reading Brathwaite & Schreiber, Challenger for GameDesigners. Course Technology, Chapters 1–2

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