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Game Design workshop
How to skin a game
By Diego Ricchiuti 2018
www.linkedin.com/in/dricchiuti/ diegoricchiuti
Workshop overview
Phase 1 - Analyse
● Game introduction
● Play a game
● Brainstorming
Phase 2 - Design
● MDA
● How to skin
● Design
● Playtest
● Tuning
Phase 3 - Confrontation
● Scramble playtest
● Discussion
Game introduction
SiSSYFiGHT
SiSSYFiGHT
SiSSYFiGHT simulates a playground fight between school
children
SiSSYFiGHT - overview
● Number of players: 6
● Time: 10/15 minutes
● Objective:
Each kid begins with 10 Self-Esteem token…
the goal of the game is to reduce your opponents’ self-
esteem to ZERO!
When there are only one or two players left with any
self-esteem, they win the game!
SiSSYFiGHT - Setup
● Each Player pick a color (target card)
○ Lay the card in front of himself
○ Get 10 self-esteem token
● Each player get 5 target cards
● Each player get one copy of all the
special cards
○ Solo card
○ Team card
○ Defend card
○ No target card
SiSSYFiGHT - Game loop
Each Round:
● Choose a special and a target card in secret
○ You can plot and scheme with other players, but your final choice
must be secret
All communication must be public
SiSSYFiGHT - Game loop
Each Round:
● Choose a special and a target
card in secret
● Every player reveals his cards
○ Effects of special cards are applied
SiSSYFiGHT - Cards
Solo
Your target lose one Self-Esteem token
SiSSYFiGHT - Cards
Team
● If someone teams up with you, each Team card forces the target to
lose two tokes.
● If no one else played a “Team” with your target, you lose a token
SiSSYFiGHT - Cards
Defend
you must play it, with the no target
card.
If no one targets you, you lose 1 token
Lose half as many token
as you would have:
1 -> 0
2 -> 1
3 -> 1
4 -> 2
SiSSYFiGHT - Winning/Losing
When you run out of tokens, you lose
When one or two people are left, they win
Let’s play
Please do not destroy the cards
:)
Brainstorm
Any feedback on SissyFight?
What kind of experience is Sissyfight?
What kind of emotions are caused by
SissyFight?
Brainstorm
What kind of experience is Sissyfight?
● Intrigue: Negotiation, Cooperation, Betrayal
● Challenge: Tactics, Problem Solving
● Narrative: School fight, Social interaction
What kind of emotions cause SissyFight?
● Excitement: what is going to happen?
● Fiero/Sadness: I won/I lost
● Drama: Roleplaying
MDA
● Cards
● Token
● Rules
● Intrigue
● Challenge
● Social Int.
● Excitement
● Fiero or Sadness
● Drama
Mechanics Dynamics Aesthetics
MDA
How to skin a game
● What does it mean to skin a game?
○ Slightly change the game mechanics
○ Highly change the narrative, UI, and Visual Elements
● What is the objective of skinning?
○ Create a different game experience
○ Create a new game
● Why should I skin a game?
○ It’s a very efficient game development cycle
○ it’s a great design exercise
○ it can lead to great games
How to skin a game
The first step to skin a game is to choose
the new theme
When I Say “Go…”
You will have 90 second:
● Write down as many theme ideas as you can
● One idea to each card
● Keep it Short <= 5 words
● No theme is too dumb
● Work in silence
Ready...
Steady…
GO!
Pens Down!
With your group:
● Eliminate the unreadable cards
● If more cards have similar theme:
○ keep one
● Bring the remaining cards to me
Scramble Time
How to skin a game
As groups you have 30/40 minutes:
● Decide your game theme
● Add ONE mechanics
○ To better support the new game theme
● You can change any theme related element
○ Game title
○ Tokens and cards name
○ Add specific colors
● Test and tune the game as much as possible
Design time :)
Time’s up
Scramble Time
Testing time :)
Discussion
● What different approaches did we take to skin the game?
○ Mechanic first? Theme first? Aesthetics first?
○ A lot of brainstorming ? A lot of playtest? Or a lot of tuning?
● How the mechanic that you added supported the theme?
○ A single mechanic was enough?
○ Did it support the theme or not?
○ What Aesthetics did you want to create?
● Did you create a new game? Or Skinned SissyFight?
○ How many changes do we need to have new game?
○ Your game was better or worst than the original?
Close up
● MDA: Skin a game, can lead to different result:
○ Mechanic -> New game
○ Dynamics -> Variation/house rules of the game
○ Aesthetics -> Skinned version of the game
● Theme: Themes can:
○ Improve or collide with your Mechanics
○ Usually we want harmony between the theme and the Mechanics
● Game development: Skin a game require:
○ Less time in the design phase but more time for testing
○ Perfection of the form

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How to skin a game and create new experiences

  • 1. Game Design workshop How to skin a game By Diego Ricchiuti 2018 www.linkedin.com/in/dricchiuti/ diegoricchiuti
  • 2. Workshop overview Phase 1 - Analyse ● Game introduction ● Play a game ● Brainstorming Phase 2 - Design ● MDA ● How to skin ● Design ● Playtest ● Tuning Phase 3 - Confrontation ● Scramble playtest ● Discussion
  • 4. SiSSYFiGHT SiSSYFiGHT simulates a playground fight between school children
  • 5. SiSSYFiGHT - overview ● Number of players: 6 ● Time: 10/15 minutes ● Objective: Each kid begins with 10 Self-Esteem token… the goal of the game is to reduce your opponents’ self- esteem to ZERO!
  • 6. When there are only one or two players left with any self-esteem, they win the game!
  • 7. SiSSYFiGHT - Setup ● Each Player pick a color (target card) ○ Lay the card in front of himself ○ Get 10 self-esteem token ● Each player get 5 target cards ● Each player get one copy of all the special cards ○ Solo card ○ Team card ○ Defend card ○ No target card
  • 8. SiSSYFiGHT - Game loop Each Round: ● Choose a special and a target card in secret ○ You can plot and scheme with other players, but your final choice must be secret All communication must be public
  • 9. SiSSYFiGHT - Game loop Each Round: ● Choose a special and a target card in secret ● Every player reveals his cards ○ Effects of special cards are applied
  • 10. SiSSYFiGHT - Cards Solo Your target lose one Self-Esteem token
  • 11. SiSSYFiGHT - Cards Team ● If someone teams up with you, each Team card forces the target to lose two tokes. ● If no one else played a “Team” with your target, you lose a token
  • 12. SiSSYFiGHT - Cards Defend you must play it, with the no target card. If no one targets you, you lose 1 token Lose half as many token as you would have: 1 -> 0 2 -> 1 3 -> 1 4 -> 2
  • 13. SiSSYFiGHT - Winning/Losing When you run out of tokens, you lose When one or two people are left, they win
  • 14. Let’s play Please do not destroy the cards :)
  • 15. Brainstorm Any feedback on SissyFight? What kind of experience is Sissyfight? What kind of emotions are caused by SissyFight?
  • 16. Brainstorm What kind of experience is Sissyfight? ● Intrigue: Negotiation, Cooperation, Betrayal ● Challenge: Tactics, Problem Solving ● Narrative: School fight, Social interaction What kind of emotions cause SissyFight? ● Excitement: what is going to happen? ● Fiero/Sadness: I won/I lost ● Drama: Roleplaying
  • 17. MDA ● Cards ● Token ● Rules ● Intrigue ● Challenge ● Social Int. ● Excitement ● Fiero or Sadness ● Drama Mechanics Dynamics Aesthetics
  • 18. MDA
  • 19. How to skin a game ● What does it mean to skin a game? ○ Slightly change the game mechanics ○ Highly change the narrative, UI, and Visual Elements ● What is the objective of skinning? ○ Create a different game experience ○ Create a new game ● Why should I skin a game? ○ It’s a very efficient game development cycle ○ it’s a great design exercise ○ it can lead to great games
  • 20. How to skin a game The first step to skin a game is to choose the new theme
  • 21. When I Say “Go…” You will have 90 second: ● Write down as many theme ideas as you can ● One idea to each card ● Keep it Short <= 5 words ● No theme is too dumb ● Work in silence
  • 23. Pens Down! With your group: ● Eliminate the unreadable cards ● If more cards have similar theme: ○ keep one ● Bring the remaining cards to me
  • 25. How to skin a game As groups you have 30/40 minutes: ● Decide your game theme ● Add ONE mechanics ○ To better support the new game theme ● You can change any theme related element ○ Game title ○ Tokens and cards name ○ Add specific colors ● Test and tune the game as much as possible
  • 30. Discussion ● What different approaches did we take to skin the game? ○ Mechanic first? Theme first? Aesthetics first? ○ A lot of brainstorming ? A lot of playtest? Or a lot of tuning? ● How the mechanic that you added supported the theme? ○ A single mechanic was enough? ○ Did it support the theme or not? ○ What Aesthetics did you want to create? ● Did you create a new game? Or Skinned SissyFight? ○ How many changes do we need to have new game? ○ Your game was better or worst than the original?
  • 31. Close up ● MDA: Skin a game, can lead to different result: ○ Mechanic -> New game ○ Dynamics -> Variation/house rules of the game ○ Aesthetics -> Skinned version of the game ● Theme: Themes can: ○ Improve or collide with your Mechanics ○ Usually we want harmony between the theme and the Mechanics ● Game development: Skin a game require: ○ Less time in the design phase but more time for testing ○ Perfection of the form

Editor's Notes

  1. Hi I’m diego ricchiuti, [introduction]
  2. the workshop is divided into three main phases the first phase is analysis in which we will play a game (divided in group) and we will do a quick brainstorm about the game then we have a design phase, in which each group will skin the game in order to create a variation of it. then each group will try one or more variation of the game created by other groups and we will have a final quick confrontation
  3. muhahahahahaha
  4. teem
  5. because noone wanted to be your friend
  6. because you are a chicken
  7. the firs
  8. the firs
  9. the firs
  10. the firs
  11. I exchange the cards between the team: Joke: I didn’t tell you? this workshop as count as cuisine lesson xD
  12. the firs
  13. the firs
  14. the firs
  15. send two members of your team to another group to test their game one game
  16. the firs
  17. the firs
  18. the firs