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Gameplay Design Workshop 1/3


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Gameplay Design Workshop 1/3

  1. 1. Game Design<br />Gameplay Design Workshop<br />Petri Lankoski<br /><br />
  2. 2. Getting Credits<br />Return documentation of each game (a PDF document)<br />Names of group members<br />Complete set of rules<br />All what is needed to play (e.g., cards, board)<br />Postmortem<br />3 to 5 things that went right<br />3 to 5 things that went wrong<br />Attending lectures<br />6 lectures on Wed 13 to 15 starting on 15.9.<br />Lecture diary containing reflections from 4 lectures<br />Deadline for the both: Fri 12.11.<br />
  3. 3. Grading<br />Game design are graded<br />Completeness and quality of rules<br />Board design and card design<br />Not graphical quality<br />Lecture diary influence grades (-1,, 0, +1)<br />Missed deadline reduces the grade (-1 per week)<br />Unless new deadline is agreed beforehand<br />
  4. 4. Learning Diary<br />Short essay style reflections of the contents of a lecture<br />Can be critical or complementary<br />You can use references to other sources to expand or criticize the lecture<br />Explain why you selected the topics of the lecture<br />Should include a page that <br />Evaluate the lectures as whole<br />Evaluate ones own learning<br />Learning diary is not a summary of lecture<br />
  5. 5. Further Reading<br />Brathwaite, B. & Schrieber, I. (2008). Challenges for Game Designers. Course Technology. Available at Ebrary (<br />
  6. 6. Sep 8 Agenda<br />Presentation of yesterday's assignments<br />Chance and Skill<br />Design Exercise, Chance and Skill<br />Presenting the exercise<br />Design Exercise, Chance and Skill<br />
  7. 7. Chance and Skill<br />Skill-based games<br />Chess, <br />Chance-based games<br />Roulette<br />Chance- and skill-based games<br />Blackjack, Bridge, Settlers of Catan, Risk<br />Chance increase variation<br />
  8. 8. Using Change<br />Dice<br />4, 6, 8, 10, 12, 20, 30, 100 sides<br />With a single die, each side have equal probability<br />2d6 creates bell-curve (skew toward 7)<br />Each die roll is independent from previous dice rolls<br />Further reading: TorbenMogensen: Dice-Rolling Mechanisms in RPGs,<br />
  9. 9. 6 Sided Dice Behavior<br />Figure: Weisstein,<br />
  10. 10. Using Chance<br />Cards<br />Imperfect information<br />Different dynamics depending on how many cards are dealt and when the deck is reshuffled <br />Blackjack – Bridge – Magic the Gathering – Carcassonne<br />Each card drawn influence to the probabilities of remaining cards<br />Reshuffling the deck after each draw makes deck behaving like die<br />
  11. 11. Using Chance…<br />Pseudo-random numbers<br />Computers can simulate dice and card shuffling<br />Typically sufficiently random, but NOT always<br />You can test the generator by producing, e.g., 1000 events<br />Is the distribution of the events sufficiently correct? <br />Hidden information<br />Choices based on hidden information are pseudo-random<br />
  12. 12. Design Exercise: Tic-Tac-Toe with Luck<br />Modify Tic-Tac-Toe to add randomness to the game<br />
  13. 13. Design Exercise: The Alien in the Desert<br />The game must use<br />Tiles similar to Carcassonne or Catan<br />Fog of War<br />Match with the name<br />