Week 8 - Back to Basics (First Emma Workshop)
Recapping the foundations of game design
9th December - Hannah Nicklin Talk
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CEO and lead of De Gute Fabrik
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Deep Dive: Inside the narrative design and ‘multiple middles’ of Mutazione (gamedeveloper.com)
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The real reason fans hate the last season of Game of Thrones (scientificamerican.com)
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Watch video: Youtube.com/watch?v=oT0Pz4fJ3WM
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Send Emma and questions
What is Game Design (Activity)
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Say one word around the room
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Do it again, but just food (adding a limitation)
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Now introducing conditions (elimination if taking too long to answer, also creates a boundary)
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Adding a time limit and a win/fail condition changes the dynamics
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Have to make it more challenging so players can show skill. Performance element (has to start with last letter of previous answer)
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Do we give players the opportunity to let players purposefully trip up others?
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What dynamic will it make?
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Think of demographic
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Dogs have rules for play
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Tail wagging, bum wiggle, lowered torso
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One dog has to request the other dog to play
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Nipping happens, but if its too rough a dog will disengage
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Social acceptability
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Applying rules is what frees us to play
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Games design lays out rules
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Games design also applies values and creates a feedback loop
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What Remains of Edith Finch
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Different outcomes based on understanding of characters and their stories
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Win condition is based on a person's interpretation of the game
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Some feel they win by physically finishing the game (speedrunners)
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Others feel they win by absorbing the story (empathetic players)
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Should consider all types of players who will play a game
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In a nutshell
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A game is structure for play
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Game designers create structures that facilitate play
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Modding activity
Fixing a ‘broken’ game by changing/adding/removing a rule
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Get a game
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Change, add or remove a rule to “fix” it
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Example: Noughts and crosses
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The bug: Once you understand the way to win it isnt fun anymore
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Solutions:
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Add a player
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Expand the grid
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Players can take two turns
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Reshape the grid
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Play using an instagram grid
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Solve maths problems, whoever solves it first gets a turn
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Chickens - control where they stand with corn in a square. If it moves you lose the square. Winner keeps the chickens
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Instead of X’s and O’s players have to think of words beginning to an obscure category
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Twister/Tic-Tac-Toe mash up
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Secret land mine square results in insta-death
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Our game - Thumb war with knives
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Good for small hands
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Attatch a piece of wire or a blade to the end of the thumb
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Fight to knock the other players weapon off
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Rules // Verbs // Mechanics
Understanding the power of interaction
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Video games are unique as they simulate systems and allow people to operate under certain constraints
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Gives us systems and formulas and we then deduce the story
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Verbs
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What the player can do
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The dominant actions that the player can perform
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E.g. Explore, destroy, build, steal, seduce, survive
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Rules
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Why the player is doing it
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Provide a structure for the players interactions
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Quantify and evaluate the players interactions
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Specify goals, win conditions, fail conditions
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Establish meaningful feedback loop
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Mechanics
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How the player does it
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Controls, input
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Can define genre
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E.g, Walk, run, jump, dodge, dialogue choice, dig, shoot
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Example: Pac Man
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Rules: Eat things, die if you hit a ghost, get all the points, navigate a maze, gain a life at 50,000 points
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Verbs: Eat, evade
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Mechanics: Up, down, left, right
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Example: Scribblenauts
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Rules: Earn starites by solving puzzles
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Verbs: Think outside the box, goof around
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Mechanics: Left and right, click to select puzzles
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My example: Fall Guys
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Verbs: Run, Fall, Stand, Dive, Sabotage, Win
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Mechanics: Run around, Grab objects and players, Jump and dive around,
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How can you make your verbs robust?
The key to intuitive, immersive gameplay
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Example: Pac Man
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Eat is made robust by pacman himself just being a mouth
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Evade is made robust by the design of the maze
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Are your verbs intuitive and compelling?
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Communication
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How are you communicating your rules? What are your feedback loops like? How literate is your player?
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Wordless videogames are good for communication as they compel players to try different things
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Communicate things in a certain way
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Beams of light shining in the correct direction, is the character hold a tool to complete the job they need to?
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Motivation
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Is the player strongly motivated to behave in a certain way?
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Example: Telltales The Walking Dead - Looking after Clementine and making sure she is safe
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Feel
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What does it feel like to perform your interactions? How are you orchestrating this aesthetic experience?
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Include sound design
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Coherence
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Are each of your semiotic planes working in harmony?
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Don’t confuse the player by suggesting they need to do one action, but pushing them towards another
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Journey - Uses sound to remind players about the loss that has taken place in the games world, and the loneliness of the character
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Semiotic planes
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Visual
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Audio
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Haptic - Physical experience of playing (Controller, phone, keyboard etc)
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Ludic - Playfulness/Fun
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Verbal - Written or spoken word
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Emotion wheel
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Emotions of agency - How a player feels while playing the game, NOT how the player is meant to feel in relation/sympathy to the character
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Example - Resident evil. Character is probably feeling pure terror, while the player may feel annoyance
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How I want my player to experience the mechanics I present them with:
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1) Seafolk Exploration - Amazement/Surprise
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2) Pirate Scientists - Humour
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3) Submarine Builder - Fulfilment
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Experimental metaphors: “Emotioneering”
Intuitive, expressive marriage of verbs and mechanics. Metaphor rather than mimesis
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Example: Brothers A Tale of Two Sons
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Wordless
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Story told through audiovisuals and input controls
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Both hands control both brothers (Left hand big brother, right hand little brother)
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Uses european fairytales
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Further you go the more whimsical and fascinating yet scary the world gets
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Big brother is killed at the end
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Still have to keep hand on his control while taking the little brother through the end
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Good metaphor for loss. Still holding on to him even though he is gone
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Have to make little brother face his fear to finish his quest
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Using big brothers controls will encourage little brother to face his fear
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Having a text box tell you to do this would remove the magic and poetry of the game
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Studies of games psychoanalysis
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Telling stories with systems (Activity)
Choose a genre and make the rules, mechanics, and verbs
For my game:
Verbs: adapt, explore, descend
Mechanics: swim, read, echolocation
Rules: Explore a trench