Korean Translation of GDC10's Blizzard Session: MAKING A STANDARD (AND TRYING TO STICK TO IT!): BLIZZARD DESIGN PHILOSOPHIES, not yet ready to provide downloads.
IGC 2017과 시작해요 언리얼 2017에서 발표를 한 '오버턴 VR 개발기 - 1인 개발 3년차 리포트' 입니다.
오버턴을 개발하면서 있었던 이야기를 담고 있고
VR 게임을 개발하기 위한 노하우를 최대한 이야기하였습니다.
그러면서 1인 독립 개발을 하면서 느꼈던 점들을
발표하였으니 도움이 되셨으면 좋겠습니다.
피드백은 아래 SNS로 부탁드립니다.
https://twitter.com/Hanguny
[IGC 2017] 스튜디오HG 한대훈 - 1인 개발로 만들어진 Overturn VR의 개발 포스트모템강 민우
1인 개발로 만들어진 Overturn VR 의 개발 포스트모템으로 VR 게임 플레이의 노하우, 1인 개발자로서의 게임을 완성까지 끌고 가기 위한 고민이 발표가 될 예정입니다. VR 게임의 폴리싱을 위해서 후반 작업은 무엇을 해야 할지 VR 게임을 개발하고 싶은 개발자들에게는 좋은 발표가 될 수 있을 것입니다.
게임 디자인은 게임 디자이너가 만들고자 하는 게임을 통해, 게이머들을 설득할 힘을 축적하는 과정이라고 생각합니다. 본 강연에서는 먼저 심리학의 여러 분류를 전체적으로 소개하고, 게임 디자이너 관점에서 게임 디자인에 활용할 만한 기초적인 심리학 이론들을 여러 게임을 사례로 가볍게 살펴보겠습니다.
몇 년 전부터 게임 업계 최고의 화두는 AR/VR이라 할 수 있습니다. 너무나도 많은 곳에서 VR/AR을 외치고 있었죠. 그러나 성과적인 측면에서는 기대에 못 미치고 있습니다. 왜 그럴까요. 고민 없이 VR/AR 게임을 찍어내듯 만들기 때문입니다. 이 강연은 기존의 게임과는 완전히 다른 VR/AR이 '왜 다른 지' 분석적인 관점에서 살펴보려고 합니다
IGC 2017과 시작해요 언리얼 2017에서 발표를 한 '오버턴 VR 개발기 - 1인 개발 3년차 리포트' 입니다.
오버턴을 개발하면서 있었던 이야기를 담고 있고
VR 게임을 개발하기 위한 노하우를 최대한 이야기하였습니다.
그러면서 1인 독립 개발을 하면서 느꼈던 점들을
발표하였으니 도움이 되셨으면 좋겠습니다.
피드백은 아래 SNS로 부탁드립니다.
https://twitter.com/Hanguny
[IGC 2017] 스튜디오HG 한대훈 - 1인 개발로 만들어진 Overturn VR의 개발 포스트모템강 민우
1인 개발로 만들어진 Overturn VR 의 개발 포스트모템으로 VR 게임 플레이의 노하우, 1인 개발자로서의 게임을 완성까지 끌고 가기 위한 고민이 발표가 될 예정입니다. VR 게임의 폴리싱을 위해서 후반 작업은 무엇을 해야 할지 VR 게임을 개발하고 싶은 개발자들에게는 좋은 발표가 될 수 있을 것입니다.
게임 디자인은 게임 디자이너가 만들고자 하는 게임을 통해, 게이머들을 설득할 힘을 축적하는 과정이라고 생각합니다. 본 강연에서는 먼저 심리학의 여러 분류를 전체적으로 소개하고, 게임 디자이너 관점에서 게임 디자인에 활용할 만한 기초적인 심리학 이론들을 여러 게임을 사례로 가볍게 살펴보겠습니다.
몇 년 전부터 게임 업계 최고의 화두는 AR/VR이라 할 수 있습니다. 너무나도 많은 곳에서 VR/AR을 외치고 있었죠. 그러나 성과적인 측면에서는 기대에 못 미치고 있습니다. 왜 그럴까요. 고민 없이 VR/AR 게임을 찍어내듯 만들기 때문입니다. 이 강연은 기존의 게임과는 완전히 다른 VR/AR이 '왜 다른 지' 분석적인 관점에서 살펴보려고 합니다
[데브시스터즈] 세계 선도 IT사 및 게임사 벤치마킹 & 인사이트 보고서 (5부)_거시 및 고객지표 통해 바라본 게임산업 outlook &...Seunghun Lee
세계 선도 IT사 및 게임사 벤치마킹 & 인사이트 보고서 (5부)_"게임산업 보고서: 거시 및 고객지표 통해 바라본 게임산업 outlook & 시사점" 편을 공유 드립니다.
Devsisters에서 지난 상반기에 제작된 보고서로, 대한민국 Start-up과의 동반 세계정복을 위해, 기존 보고서를 6부작으로 재구성하여 uplord 하고 있습니다.
본 보고서가 대한민국 Start-up의 세계적 가속성장에 보탬이 되기를 희망합니다 :)
Leveraging on Data Analysis to Balance Game Design, via the example of 2 social games: a casual one and a mid-core one. Presentation by Thibault Coupart, Game Data Analyst & Game Balance Designer.
'야생의 땅: 듀랑고'의 초반 플레이 디자인 과정을 훑어봤습니다. 프로토타입부터 출시까지 어떤 고민과 함께 각 초반 플레이를 만들어 왔는지 담으려 했습니다.
실제 발표에서는 한 슬라이드를 조금씩 쪼개어 볼 수 있게 했으나, 업로드 과정에서 문제가 생겨 공개 버전에서는 애니메이션들을 대부분 삭제했습니다.
감사합니다.
* 2021년 6월 공개된 NDC21 발표자료의 PPT 업로드본입니다.
🔗https://youtu.be/ks6SIXBtzYk
* 최근 들어 시나리오 콘텐츠의 유인을 결정하는 주요한 요인이 이야기 자체보다는 매력적인 인물상 쪽으로 무게가 기울어졌다고 여겨집니다. 실제 업데이트 시 마케팅이나 세일즈 포인트 역시 캐릭터에 맞춰져 있기도 하고요.
다년간 게임 시나리오 콘텐츠를 제작하고 동향을 살펴보는 과정에서, 이야기 내/외부적으로 존재하는 인물의 유형에 따라 소비자의 반응과 몰입 양상이 다르게 나타나는 부분을 꾸준히 발견할 수 있었습니다. 게임의 전반적인 콘셉트 및 특징, 그리고 플레이하는 사람의 성향에 따라 플레이어블 캐릭터의 정체성 역시 다르게 나타났습니다.
그에 맞춰 스토리에 몰입하는 요인 역시 차별화된 공략 요소로 활용할 수 있다고 생각했습니다.
이 부분에 관한 고민점을 지난 2년간 여름에 업데이트된 <마비노기> G24/G25 메인스트림 제작 시에 어떻게 활용하고 반영했는지를 공유해 보고자 합니다.
NDC 16에서 발표한 '스매싱더배틀 1년간의 개발일지'라는
제목의 포스트 모템입니다.
PT의 내용은 실제 발표 자료에 조금 더 설명을 붙였으며
PT의 내용에 대한 질문은 아래의 주소를 통해서
문의 부탁드립니다.
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94. 왜 해야하는지, 그리고누구를 위해 튜닝을 하는지를 알고 해야 합니다.자신이 프로라고 생각하는 늅 내가 졌다니 믿을 수 없어! 당장 건의해서 너프시킬거야! 내가 옳다고! 진짜 프로 이 게임은 지하철에서한 손으로 하라고 만든 게임이야내가 이 게임을 하는 유일한 이유는 다른 늅들 PK하는 재미 때문이지!
This is presentation that I am doing for Blizzard. You are my guinea pigs원래 블리자드 게임 디자인팀을 위한 발표, 우리는 실험대상 Took the approach of “if Blizzard Design was a company, what would our values be?”만약 블리자드 게임 디자인 부서가 하나의 회사였다면, 우리의 가치는 무엇일까?Not a talk about how to adopt our values, but to share ours and encourage you to come up with the right design values for your studioIncreasingly important in studios with big design departments블리자드의 가치들을 따라하라는 것이 아닌블리자드가 세우고, 지켜온 것들을 공유하고, 여러분 스스로가 각 개발팀에 맞는 디자인 가치들을 확립하는 것을 권장하려는 취지…=========================== Why are design values important? Designers can have different values and still create a fantastic game.
게임플레이가 최우선This also happens to be a Blizzard company value블리자드 회사의 가치이기도 하다.Last point has to do with systems where designers have the fun, rather than the player마지막에 언급한 내용은, 게임 디자이너들에게 재미있는 시스템이 아닌 플레이어에게 재미있는 게임이어야 한다는 뜻.==========================Concentrate on the fun!Art, design, programming, etc… should all supportthis goal. Game Design is not more important than other disciplines.
All on page===================In WC3, only male night elves were druids
Lore changed to support gameplay: Druids became an equal opportunity class
In the beginning, Alliance had Paladins and Horde had ShamansHowever, as we balanced the game the classes became moreand more similarIn BC, we re-wrote the lore so both factions could have Paladinsand Shamans
In the beginning, Alliance had Paladins and Horde had ShamansHowever, as we balanced the game the classes became moreand more similarIn BC, we re-wrote the lore so both factions could have Paladinsand Shamans
In the beginning, Alliance had Paladins and Horde had ShamansHowever, as we balanced the game the classes became moreand more similarIn BC, we re-wrote the lore so both factions could have Paladinsand Shamans
익히긴 쉽지만, 통달은 어렵게Most successful games have this as a core value. It is something that is important from Chess to Civilization to Starcraft 2========================Early gameplay should have simple mechanics and obvious objectives.As the game progresses, provide players with challenges that scales to the abilities of the player.
This is definitely a value that is more specific to Blizzard. We tend to create games that we intend for players to play for hundreds of hours. If you have a game where the game is only intended for 10 hours then you can let the player master it easier========================That was the text book answer… the Blizzard value should read: Easy to Learn and almost impossible to Master
Make a joke about Blizzard employees in the audience and don’t get mad that I am calling out your games?Death penalty – just drop your gold on the ground!At the end game gold was so worthless that players resorted to a barter economy==========================WHERE WE FAILEDDiablo 2 EconomyVery quickly players had more gold than they needed Easy to avoid death penalty End game turned into a barter economy around Stones of Jordan
Make a joke about Blizzard employees in the audience and don’t get mad that I am calling out your games?Death penalty – just drop your gold on the ground!At the end game gold was so worthless that players resorted to a barter economy==========================WHERE WE FAILEDDiablo 2 EconomyVery quickly players had more gold than they needed Easy to avoid death penalty End game turned into a barter economy around Stones of Jordan
World of Warcraft EconomyGold income more carefully managedDurability system “taxed” the players with moneyBuilt-in money “sinks”Player economy revolves around Auction HouseWHERE WE SUCCEEDEDWorld of Warcraft EconomyGold income more carefully managed Durability system “taxed” the players with money Built-in money “sinks” Player economy revolves around Auction House
World of Warcraft EconomyGold income more carefully managedDurability system “taxed” the players with moneyBuilt-in money “sinks”Player economy revolves around Auction HouseWHERE WE SUCCEEDEDWorld of Warcraft EconomyGold income more carefully managed Durability system “taxed” the players with money Built-in money “sinks” Player economy revolves around Auction House
World of Warcraft EconomyGold income more carefully managedDurability system “taxed” the players with moneyBuilt-in money “sinks”Player economy revolves around Auction HouseWHERE WE SUCCEEDEDWorld of Warcraft EconomyGold income more carefully managed Durability system “taxed” the players with money Built-in money “sinks” Player economy revolves around Auction House
- This is counter intuitive to how most studios make games. Typically studios get the single player experience right and then spend the last few months adding multiplayerThink about it… if you want your multiplayer to last 100+ hours and your single player 10+ hours, then how long should you be spending on each? In WOW – we don’t even think about which spells players get at level 1 for a long timeDEPTH FIRSTThe depth is harder and takes longerExamples:Multiplayer in StarCraft 2 Class design in World of Warcraft
- This is counter intuitive to how most studios make games. Typically studios get the single player experience right and then spend the last few months adding multiplayerThink about it… if you want your multiplayer to last 100+ hours and your single player 10+ hours, then how long should you be spending on each? In WOW – we don’t even think about which spells players get at level 1 for a long timeDEPTH FIRSTThe depth is harder and takes longerExamples:Multiplayer in StarCraft 2 Class design in World of Warcraft
- This is counter intuitive to how most studios make games. Typically studios get the single player experience right and then spend the last few months adding multiplayerThink about it… if you want your multiplayer to last 100+ hours and your single player 10+ hours, then how long should you be spending on each? In WOW – we don’t even think about which spells players get at level 1 for a long timeDEPTH FIRSTThe depth is harder and takes longerExamples:Multiplayer in StarCraft 2 Class design in World of Warcraft
Obviously you need to do your UI all along the way, but don’t obsess about it being perfect. You need enough UI to prove you can make the mechanics accessibleACCESSIBILITY SECONDUser interface Single Player campaign in StarCraft 2
Obviously you need to do your UI all along the way, but don’t obsess about it being perfect. You need enough UI to prove you can make the mechanics accessibleACCESSIBILITY SECONDUser interface Single Player campaign in StarCraft 2
환상을 충족시켜라When you look at this character – what do you imagine him doing?On this image, imagine saving another players life. What it must feel like to be a magical doctor that saves people’s lives!Ok – so how does this actually play out in the end game of World of Warcraft?======================What is the expectation?Where is the fun?If the right way to play is otherwise… you have failed the player expectation.
환상을 충족시켜라When you look at this character – what do you imagine him doing?On this image, imagine saving another players life. What it must feel like to be a magical doctor that saves people’s lives!Ok – so how does this actually play out in the end game of World of Warcraft?======================What is the expectation?Where is the fun?If the right way to play is otherwise… you have failed the player expectation.
환상을 충족시켜라When you look at this character – what do you imagine him doing?On this image, imagine saving another players life. What it must feel like to be a magical doctor that saves people’s lives!Ok – so how does this actually play out in the end game of World of Warcraft?======================What is the expectation?Where is the fun?If the right way to play is otherwise… you have failed the player expectation.
환상을 충족시켜라When you look at this character – what do you imagine him doing?On this image, imagine saving another players life. What it must feel like to be a magical doctor that saves people’s lives!Ok – so how does this actually play out in the end game of World of Warcraft?======================What is the expectation?Where is the fun?If the right way to play is otherwise… you have failed the player expectation.
We are talking about the original SC, not #2We had heroes in the single player campaignSTARCRAFT HEROESWhat is the expectation?Most powerful unit on field Lead Armies into battleCan turn tide of battle
The little green vulture is Jim Raynor, our fearless hero. What is he doing? He is standing in the back of his base, hoping that the Zerg do not break through the defenses and kill him and cause the player to instantly lose the missionSTARCRAFT HEROESHow did the game actually play?Heroes were fragileSingle units in battles involving 50+ unitsPlayer loses if hero dies
The little green vulture is Jim Raynor, our fearless hero. What is he doing? He is standing in the back of his base, hoping that the Zerg do not break through the defenses and kill him and cause the player to instantly lose the missionSTARCRAFT HEROESHow did the game actually play?Heroes were fragileSingle units in battles involving 50+ unitsPlayer loses if hero dies
When we created Warcraft 3, we really thought a lot about this issue and wanted to insure that heroes lived up to the fantasyMake the point about smaller army sizes were driven by hero based gameplay not graphicsWHERE WE SUCCEEDEDWarcraft III HeroesMost powerful unitSmall battles balanced for heroes to be importantHeroes can resurrect if they die
누구나 자기가 강력하다고 착각하게 만들라Tell the anecdote about WOW development that I got the programmers to give me a shrink and grow spell. I would sit on designer island and just spam cast it on Nefarian until he was the “right” size====================================Every unit, class, etc… should feel unstoppableIt doesn’t cost anything extra to make something epicApplies to both story and worldAvoid balance to mediocrity
누구나 자기가 강력하다고 착각하게 만들라Tell the anecdote about WOW development that I got the programmers to give me a shrink and grow spell. I would sit on designer island and just spam cast it on Nefarian until he was the “right” size====================================Every unit, class, etc… should feel unstoppableIt doesn’t cost anything extra to make something epicApplies to both story and worldAvoid balance to mediocrity
누구나 자기가 강력하다고 착각하게 만들라Tell the anecdote about WOW development that I got the programmers to give me a shrink and grow spell. I would sit on designer island and just spam cast it on Nefarian until he was the “right” size====================================Every unit, class, etc… should feel unstoppableIt doesn’t cost anything extra to make something epicApplies to both story and worldAvoid balance to mediocrity
간지를 함축적으로.This value is about giving units, heroes, classes a set of awesome abilities that display a purity of purpose and not just a laundry list of features.In SC2 it is the concept of “movers and shooters”In WOW we often build a class around 4-5 core game mechanics===========================================================Make each feature the coolest, most concentrated expression of gameplay!각각의 특징들(features)이 게임플레이의 가장 멋진 부분을 함축적으로 표현할 수 있도록 만드세요.
Suggest adding Warcraft III logo next to cool aid pitchers on the top row and a World of Warcraft logo to the bottom pitcher. Also maybe include pictures of the Warrior icon? From Warcraft III heroes to World of Warcraft classes
Another part of this value is the desire to control complexity and to embrace the concept of “less is more”Sometimes the best way to improve a unit, class or mechanic is to remove a feature rather than add itThis next pic is the opposite of concentrated coolness =======================There is a limit to the amount of complexity that a player can process
Ok – I know I have a bunch of wow developers in the audience, so don’t feel like I am calling you all outVehicles were a super awesome feature that allowed for tons of new game mechanics in quests and dungeonsWHERE WE FAILEDWorld of Warcraft vehicle system Originally created forWintergrasp Great new feature that allowed for new types of gameplay In reality, designers went a little crazy
Ok – I know I have a bunch of wow developers in the audience, so don’t feel like I am calling you all outVehicles were a super awesome feature that allowed for tons of new game mechanics in quests and dungeonsWHERE WE FAILEDWorld of Warcraft vehicle system Originally created forWintergrasp Great new feature that allowed for new types of gameplay In reality, designers went a little crazy
This made for some tough decisionsAdd anecdote about making lists of old units “which units could you not imagine SC2 without?”WHERE WE SUCCEEDED?StarCraft 2 unitsThe “15” unit ruleEvery unit added must remove an old unitSame amount of complexity as Brood WarProbeZealotDragoonHigh TemplarDark TemplarShuttleReaver ObserverScoutCorsair Arbiter Carrier Archon Dark Archon Photon Cannon Shield BatteryProbeZealotStalkerHigh TemplarDark TemplarPhase PrismColossus ObserverVoid RayPhoenix Mothership Carrier Archon SentryPhoton Cannon Immortal
말이 아닌, 플레이로 체험하게 하라.WOW quest philosophy – if the player could not read any quest dialogue would they have an understanding of the story they are involved in?NPC costumeQuest objectives – what are you killing? collecting? Player should play as much of the story as possibleUse text, voiceovers and movies to enhance the story, not as the primary vehicle for storytelling
For those of you that played D2, you might remember the stunning storytellingBut, to be fair, this was not a Blizzard value back then. Story was considered secondary in D2WHERE WE FAILED Diablo 2 quests
You can have mission briefings, but the RP on this one was quite long. This mission was strong enough that we made it into a WOW dungeon tooRTS mission philosophy – every missing should have a “gimmick” that related to the story============================WHERE WE SUCCEEDEDCulling of Stratholme in Warcraft IIIMission briefing(breaking my own rule!)Kill infected villagersbefore Mal’GanisCan temporarily stopMal’GanisWin the mission
You can have mission briefings, but the RP on this one was quite long. This mission was strong enough that we made it into a WOW dungeon tooRTS mission philosophy – every missing should have a “gimmick” that related to the story============================WHERE WE SUCCEEDEDCulling of Stratholme in Warcraft IIIMission briefing(breaking my own rule!)Kill infected villagersbefore Mal’GanisCan temporarily stopMal’GanisWin the mission
You can have mission briefings, but the RP on this one was quite long. This mission was strong enough that we made it into a WOW dungeon tooRTS mission philosophy – every missing should have a “gimmick” that related to the story============================WHERE WE SUCCEEDEDCulling of Stratholme in Warcraft IIIMission briefing(breaking my own rule!)Kill infected villagersbefore Mal’GanisCan temporarily stopMal’GanisWin the mission
You can have mission briefings, but the RP on this one was quite long. This mission was strong enough that we made it into a WOW dungeon tooRTS mission philosophy – every missing should have a “gimmick” that related to the story============================WHERE WE SUCCEEDEDCulling of Stratholme in Warcraft IIIMission briefing(breaking my own rule!)Kill infected villagersbefore Mal’GanisCan temporarily stopMal’GanisWin the mission
All other sections begin with Where we failed first, and then switch to where we succeeded. Suggest mirroring that format. WHERE WE SUCCEEDEDDeath Knight in World of WarcraftStart in service to the Lich KingQuests where YOU play the storyLand changes with your actionsYou rebel and join a player factionThe Lich KingBefore is calm, after is chaosIf chaos drives, let suffering hold the reinsRedemption… The light of dawn
All other sections begin with Where we failed first, and then switch to where we succeeded. Suggest mirroring that format. WHERE WE SUCCEEDEDDeath Knight in World of WarcraftStart in service to the Lich KingQuests where YOU play the storyLand changes with your actionsYou rebel and join a player factionThe Lich KingBefore is calm, after is chaosIf chaos drives, let suffering hold the reinsRedemption… The light of dawn
All other sections begin with Where we failed first, and then switch to where we succeeded. Suggest mirroring that format. WHERE WE SUCCEEDEDDeath Knight in World of WarcraftStart in service to the Lich KingQuests where YOU play the storyLand changes with your actionsYou rebel and join a player factionThe Lich KingIf chaos drives, let suffering hold the reinsBefore is calm, after is chaosRedemption… The light of dawn
All other sections begin with Where we failed first, and then switch to where we succeeded. Suggest mirroring that format. WHERE WE SUCCEEDEDDeath Knight in World of WarcraftStart in service to the Lich KingQuests where YOU play the storyLand changes with your actionsYou rebel and join a player factionThe Lich KingBefore is calm, after is chaosIf chaos drives, let suffering hold the reinsRedemption… The light of dawn
당근으로 접근하기This may seem super obvious, but I think all of us when making systems will frequently design punishment systems first너무 당연하게 들릴 수 있는 말이지만, 게임 디자이너로써 우리는 플레이어들을 채찍질하는 시스템을 만드는 것에 너무 익숙해져 있습니다.====================================Players respond better to incentives than they do to punishmentWorld of Warcraft Rest System In beta – after X amount of time players would receive 50% of their normal experience In Live – players start at 200% and after X hours go down to 100% experience gain
당근으로 접근하기This may seem super obvious, but I think all of us when making systems will frequently design punishment systems first너무 당연하게 들릴 수 있는 말이지만, 게임 디자이너로써 우리는 플레이어들을 채찍질하는 시스템을 만드는 것에 너무 익숙해져 있습니다.====================================Players respond better to incentives than they do to punishmentWorld of Warcraft Rest System In beta – after X amount of time players would receive 50% of their normal experience In Live – players start at 200% and after X hours go down to 100% experience gain
Use “killing with a purpose” value=================================The path of least resistance should be the most fun way to playLeveling in Everquest vs. World of WarcraftHealing in Diablo vs. Diablo 3Diablo 3 Health Globes
Use “killing with a purpose” value=================================The path of least resistance should be the most fun way to playLeveling in Everquest vs. World of WarcraftHealing in Diablo vs. Diablo 3Diablo 3 Health Globes
Need to continue to reinforce the name of the value. We removed the negative part of inspect messagesCreepyguy is inspecting you[Guild] [Hawtchik] Ewww, that guy at SW bank is at it again, gross!Don’t fight player psychologyPlayer inspect messageRandomness and progressive percentages
Need to continue to reinforce the name of the value. We removed the negative part of inspect messagesCreepyguy is inspecting you[Guild] [Hawtchik] Ewww, that guy at SW bank is at it again, gross!Don’t fight player psychologyPlayer inspect messageRandomness and progressive percentages
컨트롤이 왕이다Anecdote about Google spends hundreds of man hours make their search speeds faster구글이 자신의 검색 반응 속도를 0.003 세컨드 줄이는데 수백억씩 RnD비용을 투자하는 이유.Primary way that players interact with your gameControls should be as responsive as possible
탈것 소환 / 젤다 이야기 N64?This value is not the animators best friendYou will sometimes need to sacrifice “the cool” for better game control World of Warcraft Examples:MountsNext swing abilitiesStanding up
Players are unlikely to complain about slightly bad controls… so you need to be very meticulous Example: Warcraft 3 mouse cursor lag
Name: Lee Jae-DongTag: JaedongRanking: ProAPM: 400+Average skilledBattle.net playerRanking: AmateurAPM: 100 and lessDone well becomes a key part of skill differentiation for your playersExample: StarCraft 1 & 2
100점을 맞출 것When we talk to the programmers we give them a design spec AND what we think we will need to tune or change==============Tuning is easy to do, hard to do wellPlan for tuning hooksKnow who you are tuning for and WHY
100점을 맞출 것When we talk to the programmers we give them a design spec AND what we think we will need to tune or change==============Tuning is easy to do, hard to do wellPlan for tuning hooksKnow who you are tuning for and WHY
100점을 맞출 것When we talk to the programmers we give them a design spec AND what we think we will need to tune or change==============Tuning is easy to do, hard to do wellPlan for tuning hooksKnow who you are tuning for and WHY
Brood War CampaignWho was it for? StarCraft veterans New players? A challenge for players that beat the first campaign?Assumed player already knew basic mechanicsNo difficulty modes
Is this an example of what went right or wrong? Feels like both. Maybe break into two slides?==================WHERE WE SUCCEEDEDWorld of Warcraft level curveEvery player can solo to maxMatch the level curve to the quest content Felt broken when players ran out of questsMyth – players would quit when they hit max level
Is this an example of what went right or wrong? Feels like both. Maybe break into two slides?==================WHERE WE SUCCEEDEDWorld of Warcraft level curveEvery player can solo to maxMatch the level curve to the quest content Felt broken when players ran out of questsMyth – players would quit when they hit max level
Is this an example of what went right or wrong? Feels like both. Maybe break into two slides?==================WHERE WE SUCCEEDEDWorld of Warcraft level curveEvery player can solo to maxMatch the level curve to the quest content Felt broken when players ran out of questsMyth – players would quit when they hit max level
특종을 피해라Check in often and get lots of feedback!It’s difficult to tell if an idea will work until you experience it in the gameIt must be safe to failIteration is critical to the Blizzard development process
큰 꿈을 갖고 만든 알흠다운 도시.만드는 과정이 너무 고통스러웠음.WHERE WE FAILEDSilvermoon CityDesigned in partsNever welded together until the endTook over a year to create“Silvermooning”
큰 꿈을 갖고 만든 알흠다운 도시.만드는 과정이 너무 고통스러웠음.WHERE WE FAILEDSilvermoon CityDesigned in partsNever welded together until the endTook over a year to create“Silvermooning”
Suggest adding captions to the pictures (“Start testing for gameplay here” on the simple pic and “Not here” on the final pic). ==================WHERE WE SUCCEEDEDArathi BasinBasic game map to startWorks in layersLevel was always playable
Suggest adding captions to the pictures (“Start testing for gameplay here” on the simple pic and “Not here” on the final pic). ==================WHERE WE SUCCEEDEDArathi BasinBasic game map to startWorks in layersLevel was always playable
Suggest adding captions to the pictures (“Start testing for gameplay here” on the simple pic and “Not here” on the final pic). ==================WHERE WE SUCCEEDEDArathi BasinBasic game map to startWorks in layersLevel was always playable
완성도는 평소에 습관처럼Polish doesn’t happen at the endTeam gets to make their favorite game better (don’t wait for the tasks and bugs)Strike TeamsEvery voice mattersDon’t ship until it’s ready
완성도는 평소에 습관처럼Polish doesn’t happen at the endTeam gets to make their favorite game better (don’t wait for the tasks and bugs)Strike TeamsEvery voice mattersDon’t ship until it’s ready
완성도는 평소에 습관처럼Polish doesn’t happen at the endTeam gets to make their favorite game better (don’t wait for the tasks and bugs)Strike TeamsEvery voice mattersDon’t ship until it’s ready
완성도는 평소에 습관처럼Polish doesn’t happen at the endTeam gets to make their favorite game better (don’t wait for the tasks and bugs)Strike TeamsEvery voice mattersDon’t ship until it’s ready
완성도는 평소에 습관처럼Polish doesn’t happen at the endTeam gets to make their favorite game better (don’t wait for the tasks and bugs)Strike TeamsEvery voice mattersDon’t ship until it’s ready
Gameplay FirstEasy to Learn, Difficult to MasterWhat is the Fantasy?Make Everything OverpoweredConcentrated CoolnessPlay, Don’t TellMake it a BonusControl is KingHit the BullseyeAvoid the Grand RevealCulture of Polish