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Presentation by Iain Lobb at Mochi London 2011 on good game design and how to achieve it.
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Game Design for Game Developers by Iain Lobb
1.
@iainlobb
2.
Zwok
3.
Meta4orce
4.
Stackopolis
5.
Pop Pirates
6.
Owl Spin
7.
Dull Dude Games
8.
Super Gun Kids
9.
Addic>ng Game Design
10.
Addic>ve Game Design
11.
I hope I’m
right!
12.
Without good game
design you are guaranteed to fail.
13.
Tailor your game
to the market.
14.
Play test your
game on people other than your friends.
15.
Don’t ignore feedback.
16.
Don’t clone.
17.
Recombine popular
game mechanics.
18.
Nobody reads.
19.
Make learning the
rules into part of the game.
20.
Games should get
easier as they go, not harder.
21.
Flight (Armor Games)
22.
Humans are hunter-‐ gatherers.
Let the player collect coins, power-‐ups and keys.
23.
Items and upgrades
turn a skill game into a strategy game.
24.
Whatever you do,
put a shop in your game!
25.
Deep game play
is based on decision making, not manual dexterity.
26.
Let the player
know what they can get if they keep playing.
27.
Randomise rewards.
28.
Saving the player’s
progress increases their investment in your game.
29.
The new genera>on
of gamers have never played games that don’t save their progress.
30.
Don’t make players
repeat large sec>ons of game play.
31.
Auto-‐save all the
>me.
32.
Build your own
achievements system.
33.
Tell the story
with voice ac>ng and game play.
34.
Sissy’s Magical Ponycorn
Adventure (Untold Entertainment) Meta4orce
35.
2.5 dimensions is
enough for anybody.
36.
Create living worlds
to explore, not empty voids.
37.
Take the player
on a journey.
38.
Li[le Wheel (One
Click Dog)
39.
Puzzles should make
the player feel clever, not stupid.
40.
The wrong theme
will kill your game before you’ve even started.
41.
Cute characters, animals
and friendly monsters have broader appeal than space marines.
42.
...but consider your
audience.
43.
Remember what you
liked when you were 8 years old.
44.
Keep the guns
but lose the gore.
45.
Good characters are
recognisable from their silhoue[es.
47.
Good characters are
recognisable from their colour scheme.
49.
It’s easier to
iden>fy with a simple character.
51.
To iden>fy with
a character, we need to see their face.
52.
Even viewed from
the side, characters should face the camera.
54.
Characters with big
heads are more expressive.
55.
Use a Zelda-‐like
perspec>ve rather than a true top-‐down view.
56.
The same idea
can be a hit or a flop depending on how well you implement it.
57.
Don’t invent your
own control scheme.
58.
Polish like crazy!