game tuning workshop paper simulations of digital games steve librande blizzard north
TRANSCRIPT
Game Tuning Workshop
Paper Simulationsof
Digital Games
Steve Librande
Blizzard North
Game Tuning Workshop
Take a digital game…
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…remove the controller…
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…remove the controller…
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…the sound and music…
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…the sound and music…
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…and the graphics
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…and the graphics
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What’s left?
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Exercise #3
• Simulate a video game using only pencils, index cards and dice.
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Exercise #3
• Simulate a video game using only pencils, index cards and dice.
• Use it as a tool to help understand the game’s fundamental design principles.
Game Tuning Workshop
Exercise #3
• Simulate a video game using only pencils, index cards and dice.
• Use it as a tool to help understand the game’s fundamental design principles.
• Don’t sweat the details.
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Example Game
• Tony Hawk’s Pro Skater
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Example Game
• Tony Hawk’s Pro Skater
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Warcraft: The Board Game
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Age of Mythology: The Board Game
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Defender
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Zaxxon
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Time for Lunch
When you come back you will:
• Select a digital game
• Make a paper prototype
• What aesthetics survive the change in medium?
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Lunch
• Be back by 2:00
• Choose any classroom: C1, C3, C4.
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Welcome Back
• In your groups, choose a digital game to “prototype.”
• You have 10 minutes.
• Some Example Games:
GTAThe SimsCommand & ConquerVirtua Fighter
CentipedeMario BrothersPrince of PersiaDoom
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Build a Paper Version
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Build a Paper Version
• What To Do Communicate the core design.
Game Tuning Workshop
Build a Paper Version
• What To Do Communicate the core design.
• What Not to Do Don’t sweat the details.
Game Tuning Workshop
Build a Paper Version
• What To Do Communicate the core design.
• What Not to Do Don’t sweat the details.
Don’t try to duplicate the entire game
Game Tuning Workshop
Build a Paper Version
• What To Do Communicate the core design.
• What Not to Do Don’t sweat the details.
Don’t try to duplicate the entire game
Don’t focus on simulating computer functions (math, AI, etc.)
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Build a Paper Version
Try to have something playable by 3:15
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Discussion
Let’s share results.
• What aesthetics survived the translation?
• What didn’t?
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Using Paper Prototypes
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Using Paper Prototypes
• Good for understanding existing games
Game Tuning Workshop
Using Paper Prototypes
• Good for understanding existing games
• Use these techniques for games in progress
Game Tuning Workshop
Using Paper Prototypes
• Good for understanding existing games
• Use these techniques for games in progress
• Process is quick and cheap
Game Tuning Workshop
Using Paper Prototypes
• Good for understanding existing games
• Use these techniques for games in progress
• Process is quick and cheap
• You don’t need programmers or artists
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Using Paper Prototypes
• Can’t replace actual gameplay testing
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Using Paper Prototypes
• Can’t replace actual gameplay testing
• Can give you a head start and keep you focused
Game Tuning Workshop
Using Paper Prototypes
• Can’t replace actual gameplay testing
• Can give you a head start and keep you focused
• Can give you a vocabulary to use when discussing your game
Game Tuning Workshop
Using Paper Prototypes
• Can’t replace actual gameplay testing
• Can give you a head start and keep you focused
• Can give you a vocabulary to use when discussing your game
• Can be used as a tool to educate programmers. Have them play, too!
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Time for Coffee
• When you come back, go to your elective classroom: Iron Game Designer: C1 Babysitter AI: C3 Party Games: C4
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Analysis
• The MDA Framework
Mechanics AestheticsDynamics
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Analysis
• Take a digital game and pick it apart
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Analysis
• Take a digital game and pick it apart
• List its aesthetic strengths, i.e. the “fun”
Game Tuning Workshop
Analysis
• Take a digital game and pick it apart
• List its aesthetic strengths, i.e. the “fun”
• Talk about the dynamics that create these effects
Game Tuning Workshop
Analysis
• Take a digital game and pick it apart
• List its aesthetic strengths, i.e. the “fun”
• Talk about the dynamics that create these effects
• Talk about the mechanics these dynamics emerge from
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Example: Tetris
Part 1: Generate a list of “goals” that describe the “fun” of our game.
Game Tuning Workshop
Example: Tetris
Part 1: Generate a list of “goals” that describe the “fun” of our game.
• Challenging
• Dramatic
• Transient
• “Tidiness”