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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