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Natural Game Design
Creating Games
Without Cloning
Greg Costikyan
gcostikyan@bossfightentertainment.
com
Casual Connect 2015
As Markets Mature, They Become
More Conservative
Financial
Risk….
Design
Risk….
But Cloning is a Mug's Game
• Market Leader Has Great Data
• They've Tuned Their Game Carefully
• They Have a High LTV
• You are Competing for the Same Players
• Your Customer Acquisition Costs: Sky-High
Genre
•“Genre is the name we give to one hit game
and its imitators.”
•– Dan Scherlis
New Play Patterns Create Hits
Innovative Design
High (Potential)
Reward
High
Risk….
Our Usual Methods Don't Innovate
•As designers we:
• Tweak numbers in spreadsheets
• Document stuff
• Iteratively Refine.
•...none of this will get us there.
Methodologies...
•...for blue-ocean innovation.
1. Agile Design
•We pretend to be agile, but…
• Set budgets.
• Set time frame.
• Develop to spec.
•Actually, it's waterfall, with a bit of agile
frosting.
Stage 1: Find a Novel Core
Mechanic
Dream up a
Core Mechanic
Prototype and
test
Is it fun yet?On to Stage 2!
Does it have
potential?Yes N
o
Yes
N
o
Stage 2: Is the Possibility Space
Big Enough?
Build more stuff
Test
(with users!)
Are we
convinced?
On to Stage 3!
Does it have
potential?Yes N
o
Yes
N
o
Start Over
Stage 3: Scale Up
Staff Up
Planning &
Preproduction
Build this
Game!
Basic Rules
• Tiny team at start.
• Stages 1 & 2 take as long as they take.
• Don't be afraid to throw away work.
• Gear up only when you've found the fun.
This Seems to be How These Guys
Work:
Pros & Cons
• Likely to work best for mechanically simple
games.
• Casual, ahem.
• No guarantee of success.
• But then… nothing guarantees success
2. Recombinant Game Design
Patterns
•“...patterns are simply conventions for
describing and documenting recurring design
decisions within a given context, be it game
design or software engineering.”
•– Bernd Kreimeier
Game Design Patterns?
• Essentially, mechanics or
collections of
mechanics/UI/
visual expression.
• Staffan Björk & Jussi
• Holopainen
Jussi was my boss at
Nokia.
Games in a Genre
• Vary in theme and detail, of course, but
• ALL adopt the same game play patterns.
• With almost never any deviation.
Real-Time Strategy Patterns
• Fog of war
• Resource gathering
• Building & unit construction
• Two or more races/civs/whatever with
asymmetric capabilities and differing dominant
strategies
• Early game build up/end game battle
• Speed & interface mastery key to victory
Innovate by….
• Taking play patterns that haven't been used
together before and…
• Figuring out how to put them together in a way
that feels fun.
Spelunky
• Platformer
• Levels always fixed.
• Rogue-like
•Levels always
algorithmically
• generated
• Platformer with algorithmically
• generated levels
• Infinite replayability!
Mario Bros. + Rogue =
Portal
Quake + weird physics + puzzles
=
• It's an FPS
• Where you don't kill things.
• Instead it's all nav puzzles...
• With bizarro-word physics
• FPS, physics, puzzles:
• All well-understood play
• patterns.
• Never seen together before.
Minecraft
• Sandbox world-construction
• Typically single player
• Survival horror elements
• Crafting
• A new genre: survival crafting.
Second Life + Legos
=
Pros & Cons
• You're starting with proven mechanics.
• We know they work in some context
• But not everything works with everything else.
• Less whole-cloth innovation than agile design
• … but maybe better suited to more complex
• games (ahem, midcore).
My current game is a mid-core build & battle game that
replaces
3. Trope Inversion
• Take one aspect of a genre that everyone
knows is core and essential to the form.
• Do exactly the opposite.
• Defy the common wisdom.
“Player cooperation is essential in
tabletop roleplaying.”
Paranoia: A light-hearted game of terror,
death, bureaucracies, mad scientists,
mutants, dangerous weapons, and
insane
robots, which encourages players to lie
to, chat, and backstab each other at
every turn.
– 2
nd
edition backcover copy
Maybe not.
“Permadeath in an MMO is Always
Bad.”
• Die? Start over from level 1,
• buster.
• The game ends. MMOs
• never do that! And then –
• it resets.
Guess not.
Pros & Cons
• It's so simple!
• And you're leaving everything else
unchanged, pretty much, and you know this
play pattern works.
• But…. Conventional wisdom exists for a
reason.
• You may utterly fail.
Get Out of Your Rut
• Yes, making games is hard (even without
innovation)
• Yes, being innovative is hard.
• But it's not THAT hard
• And there are proven ways to do it.
• No more excuses, please. Just do it.
That's Three Ways to Innovate
•I'm sure there are more.
•“There are four and twenty ways
• Of writing tribal lays
• And every single one of them is right.”
• – Rudyard Kipling
Sadly, you may never get the
chance..
Financial
Risk….
Design
Risk….
Game designers and suits are class enemies, I fear.

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Natural Game Design: How to Birth Games Without Cloning

  • 1. Natural Game Design Creating Games Without Cloning Greg Costikyan gcostikyan@bossfightentertainment. com Casual Connect 2015
  • 2. As Markets Mature, They Become More Conservative Financial Risk…. Design Risk….
  • 3. But Cloning is a Mug's Game • Market Leader Has Great Data • They've Tuned Their Game Carefully • They Have a High LTV • You are Competing for the Same Players • Your Customer Acquisition Costs: Sky-High
  • 4. Genre •“Genre is the name we give to one hit game and its imitators.” •– Dan Scherlis
  • 5. New Play Patterns Create Hits
  • 7. Our Usual Methods Don't Innovate •As designers we: • Tweak numbers in spreadsheets • Document stuff • Iteratively Refine. •...none of this will get us there.
  • 9. 1. Agile Design •We pretend to be agile, but… • Set budgets. • Set time frame. • Develop to spec. •Actually, it's waterfall, with a bit of agile frosting.
  • 10. Stage 1: Find a Novel Core Mechanic Dream up a Core Mechanic Prototype and test Is it fun yet?On to Stage 2! Does it have potential?Yes N o Yes N o
  • 11. Stage 2: Is the Possibility Space Big Enough? Build more stuff Test (with users!) Are we convinced? On to Stage 3! Does it have potential?Yes N o Yes N o Start Over
  • 12. Stage 3: Scale Up Staff Up Planning & Preproduction Build this Game!
  • 13. Basic Rules • Tiny team at start. • Stages 1 & 2 take as long as they take. • Don't be afraid to throw away work. • Gear up only when you've found the fun.
  • 14. This Seems to be How These Guys Work:
  • 15. Pros & Cons • Likely to work best for mechanically simple games. • Casual, ahem. • No guarantee of success. • But then… nothing guarantees success
  • 16. 2. Recombinant Game Design Patterns •“...patterns are simply conventions for describing and documenting recurring design decisions within a given context, be it game design or software engineering.” •– Bernd Kreimeier
  • 17. Game Design Patterns? • Essentially, mechanics or collections of mechanics/UI/ visual expression. • Staffan Björk & Jussi • Holopainen Jussi was my boss at Nokia.
  • 18. Games in a Genre • Vary in theme and detail, of course, but • ALL adopt the same game play patterns. • With almost never any deviation.
  • 19. Real-Time Strategy Patterns • Fog of war • Resource gathering • Building & unit construction • Two or more races/civs/whatever with asymmetric capabilities and differing dominant strategies • Early game build up/end game battle • Speed & interface mastery key to victory
  • 20. Innovate by…. • Taking play patterns that haven't been used together before and… • Figuring out how to put them together in a way that feels fun.
  • 21. Spelunky • Platformer • Levels always fixed. • Rogue-like •Levels always algorithmically • generated • Platformer with algorithmically • generated levels • Infinite replayability! Mario Bros. + Rogue =
  • 22. Portal Quake + weird physics + puzzles = • It's an FPS • Where you don't kill things. • Instead it's all nav puzzles... • With bizarro-word physics • FPS, physics, puzzles: • All well-understood play • patterns. • Never seen together before.
  • 23. Minecraft • Sandbox world-construction • Typically single player • Survival horror elements • Crafting • A new genre: survival crafting. Second Life + Legos =
  • 24. Pros & Cons • You're starting with proven mechanics. • We know they work in some context • But not everything works with everything else. • Less whole-cloth innovation than agile design • … but maybe better suited to more complex • games (ahem, midcore). My current game is a mid-core build & battle game that replaces
  • 25. 3. Trope Inversion • Take one aspect of a genre that everyone knows is core and essential to the form. • Do exactly the opposite. • Defy the common wisdom.
  • 26. “Player cooperation is essential in tabletop roleplaying.” Paranoia: A light-hearted game of terror, death, bureaucracies, mad scientists, mutants, dangerous weapons, and insane robots, which encourages players to lie to, chat, and backstab each other at every turn. – 2 nd edition backcover copy Maybe not.
  • 27. “Permadeath in an MMO is Always Bad.” • Die? Start over from level 1, • buster. • The game ends. MMOs • never do that! And then – • it resets. Guess not.
  • 28. Pros & Cons • It's so simple! • And you're leaving everything else unchanged, pretty much, and you know this play pattern works. • But…. Conventional wisdom exists for a reason. • You may utterly fail.
  • 29. Get Out of Your Rut • Yes, making games is hard (even without innovation) • Yes, being innovative is hard. • But it's not THAT hard • And there are proven ways to do it. • No more excuses, please. Just do it.
  • 30. That's Three Ways to Innovate •I'm sure there are more. •“There are four and twenty ways • Of writing tribal lays • And every single one of them is right.” • – Rudyard Kipling
  • 31. Sadly, you may never get the chance.. Financial Risk…. Design Risk…. Game designers and suits are class enemies, I fear.