LAFS Game Design 1 - Foundational Elements


Published on

Level 2 of the Los Angeles Film School's Game Design 1 class.

Published in: Education
  • Be the first to comment

  • Be the first to like this

No Downloads
Total views
On SlideShare
From Embeds
Number of Embeds
Embeds 0
No embeds

No notes for slide
  • What was his introduction to games? (Incomplete board games).
    How was Peter’s start different from Warren’s? {Pushed himself instead of being recommended}.
    How did he get his start? (Selling floppy disks)
    What was his first game? (Business game) How did it sell? (Poorly)
    Core mechanic of Populous? (Moving land up and down)
    How was it invented? (incompetence of a programmer. Couldn’t get characters to raise and lower land, so had player do it. Invented a whole new genre).
    How did publishers react? {Hard to get interest at first, but then EA agreed.}
    Was its success a fluke? (No, Bullfrog continued to produce a string of hits).
    What was life like after selling Bullfrog to EA? {Frustrated because his gift was building worlds not businesses. Does better in smaller companies.}
    What was his new company Lionhead named after? (A dead happen).
    How was Black & White received? (It was enormously successful).
    How about later projects? (Also successful).
    What’s a hallmark of his games? (The player’s choices have consequences).
    Is Peter like that? (No, he just takes an idea and runs with it regardless of consequences).
  • LAFS Game Design 1 - Foundational Elements

    1. 1. Level 2 David Mullich Game Design 1 The Los Angeles Film School
    2. 2. Game Mechanic  Action: The thing players actually do in the game  Purpose: The reason why players are doing it
    3. 3. The Core Mechanic A core mechanic encapsulates what the spirit of a game is really about at its heart. Usually it is the action that the player uses most frequently in the game and the foundation upon which the other game elements are built. If this basic action is hard to perform, unintuitive, or just not enjoyable, the player might stop playing the game altogether.
    4. 4. The Core Mechanic Game Core Action Core Purpose Chess Position pieces to capture opponent’s pieces Candy Crush Match 3 pieces to destroy them Tetris Rotate pieces to create lines Super Smash Bros Attack to knock opponent back Doom Run and shoot to kill enemies World of Warcraft Kill to earn experience
    5. 5.  Write down an activity of any kind – related to work, school, fun, chores, anything.  Come up with a verb, based on this activity, that you think would make a good basis for a game.  Identify:  Core Action  Core Purpose
    6. 6. Designer Perspective: Peter Molyneux G4 Icons Episode #43: Peter Molyneux
    7. 7. Flow Description Flow is the mental state in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. When players experience flow, time stops, nothing else matters and when they finally come out of it, they have no concept of how long they have been playing.
    8. 8. Flow Elements  A challenging activity that requires skill  The merging of actions and awareness  Concentration on the task at hand  The paradox of control  The loss of self consciousness  The transformation of time  Experience becomes and end in itself
    9. 9. Getting In The Flow  Clear Goals  Evergreen Mechanics  Immediate Feedback  Difficulty Increasing At Player’s Skill Level
    10. 10. Flow and Challenge  Start off with a challenge that is acceptable for a new comer who is starting in the game.  Over time, increase the challenge as the player’s skills increase.
    11. 11. Puzzles What are puzzles?  A puzzle is fun.  And it has the right answer. Unlike a game, a puzzle’s goal is to find a solution, not for one player to win.
    12. 12. Puzzle Solving Steps 1. Player understands goal clearly 2. Player discovers pieces to solve puzzle 3. Player makes association between pieces and works out solution 4. Player implements solution and solves puzzle
    13. 13. Puzzle Example
    14. 14. Maze A puzzle in which the player attempts to reach a goal by finding the correct path within a complex, branching network of paths.
    15. 15. Logic Puzzle A puzzle that requires rational logic to solve. Players must be able to hold the system in their heads and think a few steps ahead of the situation.
    16. 16. Puzzle Mechanics 1. Item Use: Use key to open lock 2. Item Combination: Use rope on hook to create grappling hook 3. Environmental Puzzle: Use level to open door 4. Navigation: Navigate maze to reach exit 5. Diversion: Divert guard to sneak past 6. Order of Operations: Push blocks to open passageway
    17. 17. Puzzle Mechanics, continued 7. Conversation: Choose dialog to elicit response 8. Timing: Click a hotspot within a short period of time to overcome obstacle 9. Riddle: Answer to solve riddle 10. Implausible Item: Identify correct item to take 11. Real-World Research: Use knowledge to answer question 12. Teamwork: Coordinate two or more characters to overcome obstacle
    18. 18. Parallelism Two or more unrelated puzzles. Players can solve the other puzzles if:  One puzzle is too challenging and they need a rest.  They want some novelty.
    19. 19. Pyramid Structure A series of small puzzles that each give some kind of clue to a larger puzzle.
    20. 20. Another Definition of Puzzle Games An entertaining interactive experience with goals but no purposeful opponents.
    21. 21. Pretty Simple, Right? The game mechanics in puzzle games seem pretty simple, so designing puzzle games must be easy!
    22. 22. Let’s Test That Assumption! Remember that one of a game designer’s roles is Scientist! While players just want the fun of playing a game, game designers are focused on how the game works:  How do you make it, and how to you break it?  What are the different elements and how do they fit together?  What skill level does a player need to successfully play and win?  Does each player have an equal chance of winning and a fair chance of experiencing all that the game has to offer?
    23. 23. Extra Credits: Puzzle Games Note: We’re going to play Bejeweled 2 through the first 6 levels and write down our score at the end of each level.
    24. 24. Pro Tips  Have clear goals  Give a sense of progress  Give a sense of solvability  Increase difficulty gradually to keep player in a pleasurable state of flow  Give multiple choices  Give hints when player is having difficulty  Design both good levels and good rules (generally, rule design is the harder of the two).
    25. 25. 1. Download GD1 2 Resources from the LAFS GD1 website Session 2 page 2. Create a Pyramid of Puzzles game