Gameplay Design         DAY 2      Petri Lankoski   petri.lankoski@sh.se
ChanceCan be used to                 Ways to introduce                               chance  delay/prevent solvability    ...
DiceEach number of a die has equal change tobe rolledEach roll is independent event  previous rolls does not influence next...
D6 ProbabilitiesFigure: Weisstein, http://mathworld.wolfram.com/Dice.html
Dice Probabilities1D6               1     2   3   4   5    6Probability   1/6   1/6 1/6 1/6 1/6 1/6
Dice Probabilities1D6               1     2   3   4   5    6Probability   1/6   1/6 1/6 1/6 1/6 1/62D6 (SUM)
Dice Probabilities1D6                   1        2   3       4   5    6Probability       1/6   1/6 1/6 1/6 1/6 1/62D6 (SUM...
Dice Probabilities1D6                   1        2   3       4   5    6Probability       1/6   1/6 1/6 1/6 1/6 1/62D6 (SUM...
Dice Probabilities1D6                   1        2   3       4   5    6Probability       1/6   1/6 1/6 1/6 1/6 1/6        ...
CardsOffers more ways to control randomnessPossibility to hide information and reveal itlaterCan work as game objectsProba...
Pseudo-Random        NumbersComputer-generated numbers that arealmost random1D6 in Unity: (int)(Random.value * 5) + 1Possi...
Hidden InformationNot random element as suchWhen information is not available, playersfirst choices are random guesses
Other Game ObjectsSpinnersRoulette wheel...
Design TaskMain dynamic: Territorial acquisitionTwo goals:   conquer all the terrain   own most of the terrain in turn XPl...
What 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...
Handy TricksChange unlimit / limit resourcesExperiment with play orderKill a rule until you have the core leftDrastic chan...
Further reading   Brathwaite & Schreiber,    Challenger for GameDesigners. Course TechnologyChapter 5 Elements of Chance+ ...
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Gameplay Design Workshop 2/2 (2011)

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  • Gameplay Design Workshop 2/2 (2011)

    1. 1. Gameplay Design DAY 2 Petri Lankoski petri.lankoski@sh.se
    2. 2. ChanceCan be used to Ways to introduce chance delay/prevent solvability Dice decrease the role of skill Cards increase variety Pseudo-random numbers create dramatic moments Hidden information add risk-reward decisions Other game objects
    3. 3. DiceEach number of a die has equal change tobe rolledEach roll is independent event previous rolls does not influence next rollsBUT: 2D6, 3D10, etc., skews toward center(2D6 -> 7, 3D10 -> 16.5)
    4. 4. D6 ProbabilitiesFigure: Weisstein, http://mathworld.wolfram.com/Dice.html
    5. 5. Dice Probabilities1D6 1 2 3 4 5 6Probability 1/6 1/6 1/6 1/6 1/6 1/6
    6. 6. Dice Probabilities1D6 1 2 3 4 5 6Probability 1/6 1/6 1/6 1/6 1/6 1/62D6 (SUM)
    7. 7. Dice Probabilities1D6 1 2 3 4 5 6Probability 1/6 1/6 1/6 1/6 1/6 1/62D6 (SUM) 1 2 3 4 5 6 1 2 3 4 5 6 7 2 3 4 5 6 7 8 3 4 5 6 7 8 9 4 5 6 7 8 9 10 5 6 7 8 9 10 11 6 7 8 9 10 11 12
    8. 8. Dice Probabilities1D6 1 2 3 4 5 6Probability 1/6 1/6 1/6 1/6 1/6 1/62D6 (SUM) 1 2 3 4 5 6 1 2 3 4 5 6 7 2 3 4 5 6 7 8 3 4 5 6 7 8 9 4 5 6 7 8 9 10 5 6 7 8 9 10 11 6 7 8 9 10 11 12
    9. 9. Dice Probabilities1D6 1 2 3 4 5 6Probability 1/6 1/6 1/6 1/6 1/6 1/6 Prob.2D6 (SUM) 2 1/36 3 2/36 1 2 3 4 5 6 4 3/36 1 2 3 4 5 6 7 5 4/36 2 3 4 5 6 7 8 6 5/36 3 4 5 6 7 8 9 7 6/36 4 5 6 7 8 9 10 8 5/36 5 6 7 8 9 10 11 9 4/36 6 7 8 9 10 11 12 10 3/36 11 2/36 12 1/36
    10. 10. CardsOffers more ways to control randomnessPossibility to hide information and reveal itlaterCan work as game objectsProbability of an event depends of previousevents (drawn cards) shuffling resets
    11. 11. Pseudo-Random NumbersComputer-generated numbers that arealmost random1D6 in Unity: (int)(Random.value * 5) + 1Possibility to repeat the same eventsequence when desired
    12. 12. Hidden InformationNot random element as suchWhen information is not available, playersfirst choices are random guesses
    13. 13. Other Game ObjectsSpinnersRoulette wheel...
    14. 14. Design TaskMain dynamic: Territorial acquisitionTwo goals: conquer all the terrain own most of the terrain in turn XPlayers: 2-4Deliverables: Board-game, card-game, or tile-basedgame prototype
    15. 15. What 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?
    16. 16. Handy TricksChange unlimit / limit resourcesExperiment with play orderKill a rule until you have the core leftDrastic changes to values (2*, /2)Change dynamic (add / remove / change afeature)
    17. 17. Further reading Brathwaite & Schreiber, Challenger for GameDesigners. Course TechnologyChapter 5 Elements of Chance+ Chapter 8 Chance and Skill: Finding Balance

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