Week 1 - Rapid Games Prototyping
Notes:
Rapid game prototyping - about facing problems in different ways
Direct gaming- Gaming experiences linked to the player's ability to react to game events. Incorporates the environment and special conditions. Example, QTE’s
Indirect gaming(state) - Gaming experiences that are managed by player initiation through background assessments or use of statistics. Normally used to run sub-game systems, assessments and rewards. What happens in the background as a result of a background action. Example, dialogue systems
Think about indirect gaming before the direct.
Exists on a spectrum: Most board games are indirect. Reaction-based games like Guitar Hero are direct.
Combinations exist - Skyrim Lockpicking: How you twist is a direct input, while the game checks that the angle is correct.
How?
Split the mechanic into things that are both
Tackle each aspect separately and develop a module approach to their integration
Example: Shield mechanic. Using a shield to block, which could break the
Opponents sword. Direct is blocking, indirect is the conditions for the sword
breaking
Consider if there are two different games occurring at this point
Example: Combat system split
Direct - Dodge
Mixed - Attack, Parry, Block (The opportunities for each are direct)
Indirect - The effects of each
Direct gaming benefits:
Great variety in how it can be achieved
It is a more visceral and personal experience
A direct gaming mechanic cannot be wrong, only more or less suitable
There is less balancing to achieve
Drawbacks of direct gaming
Efficacy of mechanic design can only be shown through continuous and strenuous
testing
They are much more dependent on factors external to themselves
They can be prone to local bias
Indirect gaming benefits
Much easier to test and quicker than direct
More easily adaptable and fixable
Exist and operate externally to any game situation (mostly)
Great for games with lots of customization
Indirect gaming drawbacks
Can be wrong, and very easy to get wrong. Requires diligence
Depending on the game setting, it can feel much less satisfying as an experience
Treat the indirect aspects of experiences as a sub-game (board game mechanics)
Plenty of precedents of only indirect gaming or a mix: Clash of clans, LA Noire, Mass Effect
If you have met all the conditions for something to happen, it will happen (Indirect gaming)
Activity - Remake one of four games
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Our game: Twister
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Our Rules:
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Get rid of the spinner. People cheat and its harder to cheat with a die (D16)
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1 colour and body part on each die face​
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Mix around the colours so they arent aligned
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Make the circles squares for accessibility and to make a grid
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Other Features:
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Movable soft blocks to add another dimension to the game​
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Two of each colour with different heights​
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