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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

  • Our game: Twister

  • Our Rules:

    • Get rid of the spinner. People cheat and its harder to cheat with a die (D16)

      • 1 colour and body part on each die face​

    • Mix around the colours so they arent aligned

    • Make the circles squares for accessibility and to make a grid

  • Other Features:

    • Movable soft blocks to add another dimension to the game​

      • Two of each colour with different heights​

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