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Game design in practice

A presentation about the basic set of game design terminology. Also, we can see some good practices like emergent gameplay, which are excellent for small projects and teams.

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Game design in practice

  1. 1. Game Design In Practice Game Design for Indie Games
  2. 2. Let’s Play Chess ● Find the one-move solution to this chess problem
  3. 3. Let’s Play Chess ● How much time did it take? ● How much time it would subsequent attempts take?
  4. 4. Mechanics, Dynamics & Aesthetics
  5. 5. Mechanics, Dynamics & Aesthetics By Robin Hunicke, Marc LeBlanc, Robert Zubek ● Gives us basic terminology ● The player perceives the aesthetics built by the dynamics made out of mechanics ● The designer designs mechanics which result in dynamics with certain aesthetics
  6. 6. Mechanics ● Base components of a game ● Rules ● Every basic action the player takes
  7. 7. Dynamics ● The run-time behavior of the mechanics ● New dynamics may emerge from different combinations of mechanics ● Implicitly designed
  8. 8. Aesthetics ● Emotional responses evoked in the player ● Hard to design ● The most important part of the player experience
  9. 9. Emergence in Games
  10. 10. Emergence in Games ● Not in Chess
  11. 11. Emergence in Games ● Clever design could result in emergent gameplay ● Gives the game high replayability at low cost
  12. 12. Emergence in Games ● Physics
  13. 13. Emergence in Games ● Multiplayer
  14. 14. Arcs and Loops by Daniel Cook
  15. 15. Arcs and Loops ● Loops are a set of actions which the player repeatedly takes and receives feedback from the game ● Arcs are broken loops
  16. 16. Loops ● The player starts with a mental model ● The model conditions the player to take an action ● The game system returns feedback to the player ● The feedback causes an emotional response
  17. 17. Arcs ● A broken loop ● One time actions ● Links material in complex feedback
  18. 18. Arcs ● Story
  19. 19. Loops ● Shooting & Running
  20. 20. Core Loop ● The cornerstone of our game ● The thing that defines the player gameplay
  21. 21. Lean Approach
  22. 22. Lean Approach ● Scientific tests to prove game hypothesis ● No unverified speculations ● Failing Fast
  23. 23. Lean Approach ● Split testing
  24. 24. Summary
  25. 25. Summary ● Mechanics, Dynamics & Aesthetics ● Arcs and Loops ● Emergent Gameplay ● Lean Approach
  26. 26. “Our future prosperity depends on the quality of our collective imaginations.” Eric Ries The Lean Startup

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