Game Dev Games
It's about the journey, not the destination
Why are we doing this?
- To get experience solving problems
- To work on design collaboratively
- To have fun!
How to: Brainstorm
- Have a group writer
- Say ideas out loud; write the ideas down
- Never critique an idea during brainstorming
Source citing
Rules of Play: Game Design Fundamentals by Katie Salen and Eric Zimmerman
Characteristics of Rules
- Rules limit player action
- Rules are explicit and unambiguous
- Rules are shared by all players
- Rules are fixed
- Rules are binding
- Rules are repeatable
(NOTE: Some games question and violate these characteristics... something about "Rules are meant to be broken")
Activity: Change the Rules!
- Start with an existing game (Ex: Trivial Pursuit)
- Change the rules to make the gameplay different
- ( -- correct answers win you turf on a board)
- Write the rules down, make them clear
- A stranger should be able to play without your help
Activity
- Get used to the game
- Brainstorm
- Reinvent the game
Time
- ~2 minutes
- ~9 minutes
- ~16 minutes
Reflect
- Report (tell us what your group played)
- Initial Reactions
- Something good!
- Where would you take it?
Feedback Loops
- Positive feedback: (Snowballing)
- Destabilizers
- "For every N points a team is ahead, they may have an additional player in play"
- Negative feedback: (Thermostat)
- Equalizers
- "For every N points a team is behind, they may have an additional player in play"
Positive Example:
- Players take turns rolling 1 die, first to 21 wins.
- If a player rolls a six, they get a bonus roll.
Negative Example:
- Players take turns rolling 1 die, first to 21 wins.
- If a player rolls a one, they get a bonus roll.
Activity: Feedback Loops
- Start with an existing game
- Add a feedback loop to destabilize the game
- Write down what rules changed
- Pass the game to another group
- Get a game from another group
- Add a feedback loop to fix/stabilize the game
- Write down what rules changed
Activity
- Acclimate
- Brainstorm
- Destabilize
- Stabilize
Time
- ~2 minutes
- ~9 minutes
- ~13 minutes
- ~13 minutes
Reflect
- What was broken about the game you received?
- How did you use feedback loops to "fix" it?
- How did the game feel change with each addition?
- Consider your current games in terms of feedback loops
Information
- Knowledge or content that is manipulated, acquired, hidden, and revealed during player
- Perfect Information: Players publicly share all knowledge in a game (Chess/Backgammon)
- Imperfect Information: Some information is hidden from some or all players (Poker/Memory)
Activity:
Information Manipulation
- Use one 'generic game material'
- Create a game based on the usage of information
- Examples:
- All info is public (Chess)
- Some info is private (Poker)
- One player has special knowledge (DnD)
- Game contains info hidden from all players (Clue)
Activity
- Brainstorm
- Create
- Iterate
Time
- ~9 minutes
- ~21 minutes
- ~13 minutes
Reflect
- What types of play does an information model create?
- A familiar game with a different information scheme?
- How does your current game use information?
Game Dev Games
By dlindema
Game Dev Games
7-6-2015
- 406