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Just as there are many types of games, there are many types of game design, too .

World design. User interface (UI) . System design . Content design. Just as there are many types of games, there are many types of game design, too . Level design . Game writing . World design is the creation of the overall backstory, setting, and theme of the game.

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Just as there are many types of games, there are many types of game design, too .

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  1. World design User interface (UI) System design Content design Just as there are many types of games, there are many types of game design, too. Level design Game writing

  2. World design is the creation of the overall backstory, setting, and theme of the game. While it’s generally performed by the lead or sole designer, it often determines the scope of the other design tasks listed below. System design is the creation of rules and underlying mathematical patterns in a game. This is the only game design task that is common to all games, because all games have rules. Content design is the creation of characters, items, puzzles, and missions. While it’s much more common in video games, role playing and collectible card games also feature a significant amount of content. Game writing is the writing of dialogue, text, and story within the game world. Level design is the crafting of levels in a game, including the layout of maps and placement of objects and challenges within those maps. Though level design is a shared discipline— e.g. dungeon masters have been mapping levels in tabletop paper games since the 1970s—when one refers to a “level designer,” it is a video-game level designer that they are referring to. User interface (UI) design consists of two things: how the player interacts with the game, and how the player receives information and feedback from the game. All types of games have UI, even non-digital ones. Boards are designed to fit on an average table and cards are designed to beheld in an average-sized hand. The game components must present information that is easily understood, used, and interpreted by the players.

  3. LECTURE #4

  4. http://en.wikipedia.org/wiki/Nomic http://legacy.earlham.edu/~peters/nomic.htm http://en.wikipedia.org/wiki/Camping_(gaming)

  5. http://en.wikipedia.org/wiki/Camping_(gaming) http://en.wikipedia.org/wiki/Combo_(video_gaming)

  6. Braid is a platform and puzzle video game developed by Number None, Inc. • The basic story elements unfold as the protagonist, Tim, attempts to rescue a princess from a monster. Text passages laid throughout the game reveal a multifaceted narrative, giving clues about Tim's contemplations and motivations. The game features traditional aspects of the platform genre while integrating various powers of time-manipulation. Using these abilities, the player progresses by finding and assembling jigsaw puzzle pieces. (wiki)

  7. Real-time strategy games

  8. **To improve the stats

  9. Creating a Nondigital Prototype The primary purpose of this prototype is to test a gameplay mechanic to see whether it is fun, or at least interesting. It needs to be a gameplay mechanic that can be modeled discretely. Discretize your game mechanics • Recall that a game mechanic is a combination of verbs and interactions (though a verb by itself is an acceptable mechanic). • Even in a non-digital setting, a game mechanic may require multiple steps. • For example, in Chutes/Snake and Ladders, you perform your move first (e.g. the verb) and then change your position based on the presence of a chute or ladder at your current square (e.g. the interactions). • This design-style is quite common in traditional board games; these interactions are referred to as "board elements". • You should use them as inspiration for how to model an interesting mechanic.

  10. You should focus on only the most innovative and important mechanics in your game. Mechanics that are well understood (e.g. those that are common to the genre of your game) do not need as much prototype experimentation; focus on what is new. If you are happy with the gameplay that you sketched on in a previous CONCEPT_DOCUMENT, you might want to start with the main verb from that exercise. If you need a challenge to show off the mechanic, limit yourself to one such challenge. If your mechanics are multi-step (e.g. one or more actions plus one or more board elements), streamline them so that they can be resolved relatively quickly. If it takes 5 minutes to resolve a single action, the prototype is not going to be particularly useful. Similarly, avoid mechanics that rely to heavily on an iterated interaction loop (e.g. physics); it is infeasible/impracticable to resolve these types of mechanics in a non-digital setting. Keep the mechanics sparse and simple

  11. While non-digital prototypes are often difficult for spatial mechanics, they really shine for resource mechanics. That is because resource interactions are inherently discrete to begin with, even when there is an iterated feedback loop. If resources are going to play a prominent part in your game (and just about any game needs some collection of resources), then you should include them in your prototype. Include any resources present in your game

  12. This is a prototype, not a shipping board game. It does not need fully fleshed out mechanics like you would see in a polished game. Unless you are trying to capture some element of randomness that will be present in the final game, you do not need to add dice. However, if your game will involve strategic random decisions , then you should definitely have it in your prototype Only employ randomness if it is strategic

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