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Game Design Workshop. Game Design Workshop. About The Workshop. Started in 2001 Hands-on Focused on iteration Grounded in a formal approach Intended to be open-ended. What It’s NOT about…. How to get a job as a game designer How to write a design document Where game ideas “come from”
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About The Workshop • Started in 2001 • Hands-on • Focused on iteration • Grounded in a formal approach • Intended to be open-ended
What It’s NOT about… • How to get a job as a game designer • How to write a design document • Where game ideas “come from” • How to get your game funded • How to use a level editor
In Other Words... • It’s not about the Business(Getting a job, pitching a game, getting funded) • It’s not about the Profession(Writing documents, tracking bugs, using tools) • It’s about the Craft(Making games that are fun)
What You’ll be Doing • Playing games • Analyzing games • Critiquing games • Modifying games • Refining games
Schedule Overview • 10am-6pm both days • Lunch from 12:15-1:45 • Coffee breaks at 11am & 4pm • 2-3 hour design exercises Info and signups at gdc.8kindsoffun.com
The Faculty • Jonathan Hamel • Crystal Dynamics/Eidos • Jeb Havens • Google • Robin Hunicke • Thatgamecompany • Frank Lantz • Zynga • Marc LeBlanc • Electrified Games • Andrew Leker • Electrified Games • Stone Librande • EA/Maxis • Art Min • Rumble Entertainment • Tim Stellmach • As Himself
A Few Ground Rules • Please stay for both days • PvE, not PvP • Save the “meta-discussion” for the very end • Turn the laptop off Last but not least…
Fail Fast! Test Analyze Revise
Fail Fast! Follow the Fun! Test Analyze Revise
Let’s Play! Rock, Paper, Scissors vs. MAHK
Break Into Rooms Rock 236 Paper 220 Scissors 224
Mechanics Dynamics Aesthetics The MDA Framework
Mechanics • Cards • Shuffling, Trick-Taking, Bidding • Shooters • Ammunition, Spawn Points • Golf • Sand Traps, Water Hazards
Dynamics Room
Chance in 36 Die roll Dynamics
Psychology = Human Dynamics • Perception • Attribution Bias • Cognitive Dissonance
The Idea of Dynamics • Behavior is separate from rules. • The same behavior can emerge from many different rules.
Eight Kinds of “Fun” • Sensation • Fantasy • Narrative • Challenge • Fellowship • Discovery • Expression • Submission
Formulating an “Aesthetic Model” For each aesthetic goal: • Write a formal definition • List criteria for success • List modes of failure • Serves as an “aesthetic compass” • These are often reusable Some examples…
Goal: Competition • Definition: A game is competitive if players are emotionally invested in defeating each other. • Success: • Players are adversaries. • Players want to win. • Failure: • A player feels that he can’t win. • A player can’t measure his progress.
Goal: Pirate Fantasy • Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.
Goal: Pirate Fantasy • Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. • Success: • Empowerment • Independence • Greed • Treachery • Prey upon Weak • Failure: • Vulnerability • Compassion • Generosity
Goal: Drama Definition: A game is dramatic if: • Its central conflict creates dramatic tension. • The dramatic tension builds towards a climax.
Goal: Drama • Success: • A sense of uncertainty • A sense of inevitability • Tension increases towards a climax • Failure: • The conflict’s outcome is obvious (no uncertainty) • No sense of forward progress (no inevitability) • Player doesn’t care how the conflict resolves.
Aesthetic Models are an Important Tool • It’s hard to solve problems we can’t describe. • Especially in a large group.
The Point: • In some sense, it isn’t about this: Mechanics Dynamics Aesthetics
The Point: • It’s about this:
The Point: • This is where game design happens.