Gdc2012 core game play short

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  • Our vision for play…We want to make play a daily habit. We want play to be a verb. Just like search, shop and share. We’re already seeing some promising signs (stats) Source: Nielson Net Ratings
  • Gdc2012 core game play short

    1. 1. Designing Core Gameplay for EveryoneSeth SivakLead Designer – INDIANA JONES Adventure WorldZynga Boston
    2. 2. ● Who?● What?● Why?● How?
    3. 3. Who am i?
    4. 4. Zynga Boston Design
    5. 5. zynga zynga dublin uk zynga zynga new york zynga zynga seattle germany beijing zyngazynga boston zynga SF lux zynga zynga east zynga LA japan zynga dallas zynga zynga san diego ZWF mckinney india zynga austin
    6. 6. Play = #2 activity on the 45% of time spent on 47% of time spent usingInternet; more popular than social networks smartphone apps email
    7. 7. 240 million monthly active users
    8. 8. Who is the Audience?
    9. 9. Who is the Audience?
    10. 10. ● Who?● What?● Why?● How?
    11. 11. What is Indiana Jones Adventure World?
    12. 12. Episodic Casual Adventure GameComplete quests and explore on mapgameplay to recover artifacts
    13. 13. Episodic Casual Adventure GameTravel to new areas and get new stories
    14. 14. Episodic Casual Adventure GameUpgrade tools and gadgets
    15. 15. Episodic Casual Adventure GameBuild up your Base Camp to hold yoursupplies and treasure
    16. 16. What is the Gameplay?● Quests
    17. 17. What is the Gameplay?● Quests● Energy Management
    18. 18. What is the Gameplay?● Quests● Energy Management● Combat
    19. 19. What is the Gameplay?● Quests● Energy Management● Combat● Puzzles
    20. 20. What is the Gameplay?● Quests● Energy Management● Combat● Puzzles● Exploration
    21. 21. ● Who?● What?● Why?● How?
    22. 22. Why a Social Adventure?● Go on a journey (leave the Farm)● Tell a story (make characters matter)● Evolve gameplay (casual adventure)
    23. 23. Facebook Ecosystem Summer 2010 Go on a Journey Tell a Story
    24. 24. Facebook Ecosystem Summer 2010 Go on a Journey Tell a Story
    25. 25. Games we love
    26. 26. But these games are Difficult…
    27. 27. How can we make this game for everyone?
    28. 28. ● Who?● What?● Why?● How?
    29. 29. The First Deliverable● 3 Maps that are not the tutorial ● Explore “On map gameplay” ● Find the fun● Bush Mazes● Metal Detector Minesweeper● Memory Puzzle
    30. 30. The First Deliverable● 3 Maps that are not the tutorial ● Explore “On map gameplay” ● FIND THE FUN● Bush Mazes● Metal Detector Minesweeper● Memory Puzzle
    31. 31. Bush Mazes Navigate the maze using the least energy possible
    32. 32. Bush Mazes But beware of Beasties Go for the Treasure!
    33. 33. Bush Mazes Follow the Path
    34. 34. Bush Mazes Make a wrong choice
    35. 35. Bush Mazes It will cost you Energy
    36. 36. Metal Detector MinesweeperUse the Metal Detector to save Energy
    37. 37. Metal Detector Minesweeper2 Gold Nearby!
    38. 38. Memory PuzzlesHit the switch to see the pattern 3 4 1 2 Light them in order to get the Treasure
    39. 39. First Time User Experience - Part 1● Teach players about the game ● Coins, XP, Camera ● Core Loop ● Energy Management ● Map Gameplay ● Story
    40. 40. The Dig site Navigate the Bush Maze Start
    41. 41. The Dig site Place the Survey Flags
    42. 42. The Dig site Use the Survey Scope
    43. 43. The Dig site Enter the Cave
    44. 44. The Cave Navigate the Rock Maze Start
    45. 45. The Cave Stand on the Switches Collect the Idol
    46. 46. First Time User Experience - Part 2● Teach players about the game ● Coins, XP, Camera ● Simpler Core Loop (TOOLS!) ● Clearer Energy Management (fun?) ● Simpler Map Gameplay ● Less Story
    47. 47. Evolution of a Map● First map of the game● 30 Major Lessons● 1 Major Reboot● 612 Changes
    48. 48. Start
    49. 49. Grab the Machete
    50. 50. Recover the Key Fragments
    51. 51. Open the Door
    52. 52. 1. Players want rewards for exploring
    53. 53. 2. Establish relationships in the world 3. Teach everything again
    54. 54. Art changes
    55. 55. 4. Don’t teach everything at once
    56. 56. 5. Every action should be satisfying
    57. 57. 6. Focus players on a single goal
    58. 58. 7. Make real world connections
    59. 59. 8. Make everything shorter
    60. 60. 9. Characters need to be introduced
    61. 61. 10. Default camera zoom matters
    62. 62. 11. If you can’t teach it, just cut it
    63. 63. 12. Don’t let art break immersion
    64. 64. 13. Use stereotypes as teaching tools
    65. 65. 14. Players want surprise and excitement!
    66. 66. 15. Rule of 3. Seriously.
    67. 67. 16. Don’t orphan mechanics
    68. 68. 17. Make a clear path to the objectives
    69. 69. 18. Set the player up to be smart
    70. 70. Every trap acts differently 
    71. 71. 19. Players want consequences!
    72. 72. REBOOT! Take a breather.Players want one decision and one goal at a time.
    73. 73. The Legend of Zelda - 1986 World of Warcraft - 2010
    74. 74. 20. Give a break between objectivesTell a player when they are “done”
    75. 75. 21. Mechanics need to be consistent
    76. 76. 8. Make everything shorter22. A single objective should fit in a single screen
    77. 77. 23. Introduce, Define, Challenge
    78. 78. 24. Always show the objective
    79. 79. 25. Establish a sense of place
    80. 80. 26. Make it personal
    81. 81. 27. Repetition is boring
    82. 82. 28. Give good examples
    83. 83. 29. Be consistent
    84. 84. 30. Make the world feel full
    85. 85. 30 Lessons1. Players want rewards for exploring 16. Don’t orphan mechanics2. Establish relationships in the world 17. Make a clear path to the objectives3. Teach everything again 18. Set the player up to be smart4. Don’t teach everything at once 19. Players want consequences!5. Every action should be satisfying 20. Give a break between objectives6. Focus players on a single goal 21. Mechanics need to be consistent7. Make real world connections 22. A single objective should fit in a single screen8. Make everything shorter 23. Introduce, Define, Challenge9. Characters need to be introduced 24. Always show the objective10. Default camera zoom matters 25. Establish a sense of place11. If you can’t teach it, just cut it 26. Make it personal12. Don’t let art break immersion 27. Repetition is boring13. Use stereotypes as teaching tools 28. Give good examples14. Players want surprise and excitement! 29. Be consistent15. Rule of 3. Seriously. 30. Make the world feel full
    86. 86. We iterated on everything
    87. 87. We iterated on everything
    88. 88. ● Who?● What?● Why?● How?
    89. 89. Postmortem Takeaways● What Went Right? ● We let ourselves wander ● We questioned our Sacred Cows ● We prototyped everything ● We focused on iteration
    90. 90. Postmortem Takeaways● What We Learned ● Don’t innovate everywhere ● Polish an aspect of the design to “done” early ● Don’t lose your vision in the feedback
    91. 91. Was it worth it?“I like the little surprises. I like that AWmakes you use your brain to solve littlepuzzles and work out strategies, even iftheyre just simple strategies.”
    92. 92. Was it worth it?“I think the best so far is that feeling i getfor luring a snake to one of those traps.Saves me energy, gets me coins and mostimportantly, rids me of the snake.....lovelystuff!”
    93. 93. Was it worth it?“Graphics are great, sound is great, andthe playability is perfect. Its just the rightcombo of click, challenge, questing & story.Kudos for using mouse-over instead ofmouse-click on prizes. Brilliant! Nobodyelse has figured that one out. 
Sorry guys,no complaints. ”
    94. 94. Questions?ssivak@zynga.comSpecial thanks:Bryan PopeNina DobnerZynga Boston DesignMatt Fillbrandt INDIANA JONES and all related characters, names and indicia are trademarks of & © 2012 Lucasfilm Ltd. All rights reserved. Used under license.

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