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The 50 games every game designer should play
1.
The 50 Games
Every Game Designer Should Play By Paul Peterson @warewolf00
2.
Who am I?
3.
23 years as
a professional game designer
4.
Designed many different
kinds of games
5.
What’s the point? •
Think about games as you play them • Deconstruct games and examine the pieces • Apply the lessons you learn to your designs
6.
Unimportant Details • Is
it “fun?” • Is it “historically relevant?” • Is it “original?”
7.
Backgammon Inclusion of a
metagame element changes the course of the game
8.
Artemis Players must coordinate
efforts with wildly different game rules
9.
Billionaire Banshee The role
that prior knowledge can play in player interactions
10.
Assassin’s Creed IV:
Black Flag How to make movement through an environment contextual Ship to ship combat
11.
Cheating Moth Turning “cheating”
into a mechanic
12.
Braid How to hand
the concept of time travel
13.
Codenames Team based gameplay Communication
with limited tools
14.
Bushido Blade Changing the
pacing of a genre
15.
Colt Express How a
game changes with audience
16.
Clash Royale Engaging social
system (guilds) Seamless efficient UI navigation Appointment based rewards
17.
Contract Bridge Tracking the
locations of game pieces Players self modifying the metagame
18.
Dark Souls Building a
game to serve a small segment of an audience
19.
Dead of Winter Betrayer
mechanic in a cooperative game
20.
Diablo III (Console) Adapting
a game to a platform effectively
21.
Diplomacy Social interactions requiring
betrayal
22.
Eternal Using mechanics unique
to your platform Selling collectible components
23.
Dungeons and Dragons Guided
storytelling Long-term gameplay over many sessions Players pick and choose what to include
24.
Final Fantasy VX:
A New Empire Making progression compelling Rewarding spend
25.
Dixit How varying levels
of communication affect gameplay
26.
Gran Turismo 6 Realism
as marketing Rewarding skill in single player
27.
Dystopia Rising Real time
gameplay Large scale, real world coordination
28.
Keep Talking and
Nobody Explodes Communication between players with different and limited information
29.
Five Tribes Cooperative play
with competitive ends Multiple paths to victory (point salad)
30.
Kingdom of Loathing Making
a “funny” game Repetition as gameplay Don’t need fancy graphics
31.
Love Letter Creation of
deep gameplay with few resources
32.
Lego Dimensions Integration of
technology with physical products
33.
Mega Civilization Making a
competitive game for many individual players
34.
Minecraft Allowing players to
generate content Cooperative creation
35.
Monopoly How players modify
games to suit their style of play
36.
Monster Manor (Street
Pass) Making players feel connected to strangers
37.
Nyet The power of
negative How to make shifting alliances work
38.
Overwatch Environment construction in
competitive games Team vs Team play Asymetric roles in action play
39.
Pandemic Legacy Creating a
crafted experience with twists How to change mechanics over time
40.
Plants vs Zombies Pacing
the introduction of mechanics
41.
Patchwork Designing for two
players, no more or less
42.
Pokemon Go Mapping gameplay
to real world locations Encouraging physical coordination
43.
Poker How real world
consequences affect gameplay Advantages of effective bluffing
44.
Pokemon Moon Collecting as
a goal Crafting groups to meet goals
45.
The Quiet Year Reactive
cooperative storytelling An evolving map
46.
Rock Band 3 Gaming
as a learning tool Cooperation between players with disparate skills
47.
Robot Turtles Making engaging
games for kids Gaming as education
48.
Portal 2 Cooperative puzzle
solving
49.
Tak Making a game
feel like it has existed forever Designing to fit a license
50.
Silent Hill 2 How
to scare players
51.
Vast Competitive equal asymmetric
gameplay
52.
Starcraft Balancing three unique
sides
53.
Werewolf How a game
can rely on a strong judge
54.
A Tale in
the Desert Ultimate sandbox Deep discoverable mechanics Large scale social mechanics
55.
X-Wing Structured freeform movement Building
block army construction
56.
World of Warcraft Perfection
over innovation Running a live service Episodic content creation
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