Loopholes in Game Design » devmag.org.za. I had just finished working on my latest card game; I was rather chuffed with it: the rules were elegant and nuanced: there was a wealth of strategies you could use in the game.
I explained the rules to two friends, and they began to play. I was expecting them to be amazed with the game. Instead, I was amazed with how one had managed to find a neat little trick to — unexpectedly — win the game: a loophole! After the discovery, the game was never the same. I eventually decided to change the card game into a board game so that the game could keep my original idea, but without the loophole. After the change in my game, I became obsessed with loopholes in games.
What a loophole is If something can be abused, it will be. — Hyrop’s Law of Loopholes A loophole can be defined as a flaw in the system that users can exploit to gain an unfair or unintended advantage. Untitled. The design of role-playing games is very complex, and involves an intricate interweaving of narrative, quest design, and level design.
This project aims to better understand RPG design through an analysis of design patterns in existing RPGs. These patterns identify common design practices at many different levels of granularity: from small-scale design decisions such as available actions and level elements to broader considerations such as game-wide quest structure and level organization. An important goal of the project is to uncover common threads that tie level and quest design to each other. This website is a repository of all of the quest and level design patterns we have identified so far, as well as a set of thorough worked examples that show how the patterns are used in existing games. Start [Level Design Patterns] SoundInGames.com - Sound Design in Games. Start [RPG Design Patterns] Wikidb.
Three perspectives on strategy game design. The New York University's Game Center's annual design conference, PRACTICE, has cemented itself as an intimate, exciting meeting of renowned design minds holding forth enthusiastically on complex, even controversial topics.
In this session, three different experts -- Soren Johnson, Brad Muir and Keith Burgun discussed what they each find important in the design of strategy games, from transparency to decision-making and building player investment and attachment. Soren Johnson: Transparency is Essential Spore and Civilization IV's Soren Johnson, recent founder of Mohawk Games, defines strategy games by their limited options -- players need to make specific choices and leave others behind -- their random or unexpected events, and their disparate outcomes and breadth of victory conditions. In static games, the outcomes of player choices are pre-determined by game designers. 9 Tips for Indie Game Developers I Learned at GDC 2013 - Tuts+
When I attended GDC 2013 I spent most of my time at the Independent Game Developers Summit where I got to hear many successful indie developers talk about how their projects succeeded and how they've stayed in business through both success and failure.
In this article I'll go over the tips I found most useful, and the ones I believe will help you be the best developer you can be. Design Tips Whenever possible, reuse existing elements, rather than creating new ones.Andy Hull In Hull's mini-talk, he discussed the work he did on the indie game Spelunky when it was being brought to the Xbox 360, and how his experience as a wooden toy designer helped him.
One of the things he discussed was the fact that when you are designing a wooden toy, which actually has to be mass-produced, every aspect of the product has the potential to drastically increase the price of production. Rewards and Reward Schedules in Gamification - Andrzej's Blog. Anyone who has read a few of my blogs will, by now, be under the impression that I am not the biggest fan of rewards.
Well, that is not entirely how I feel. Those that have read earlier blogs may remember something I said – “Rewards should recognise achievement, not be the achievement”. I also found myself saying in an email “Gamification at the moment is often nothing more than an attempt to illicit Pavlovian responses to external stimuli”. I know, how up myself does that sound – but it’s true. The way many people are using rewards are as a way to encourage people to do things – like giving a dog a biscuit for rolling over on command Rewards can Work. That is not to say this can’t work, but for many there comes a point where that is not enough, especially if you don’t plan the rewards correctly. I recently heard that the best way to use rewards is totally randomly. Back to Player Journey So how can we make the most of rewards? As they achieve something new, congratulate them. 5 problems with co-op game design (and possible solutions)
If you're making a co-op video game and it feels like an overwhelming task, don't worry -- it's not just you who feels this way.
"Designing for co-op is basically designing in hard mode," said Tanya Short, senior gameplay designer at Funcom, speaking at the Montreal International Game Summit this week. "Your players will not only complain about your game, they'll start complaining about each other. " But she argued that the benefits of co-op play far outweigh the negatives -- as long as the co-op is integral to the game design.
"Right now there is a lot of parallel play," she said. "Developers think that they can get the benefit of co-op games without actually letting players work together. 29 Features to Build ANY Table Top Game. HomeBlog 29 Features to Build ANY Table Top Game I've looked through the games I've played, and some others floating around, and worked up a list of 29 features that ou need to support to build pretty much any tabletop game.
The full overview is on YouTube, and the full list is after the embedded video for the impatient. I run down the full list of all 29 features at the end of the video, but here it is for the impatient: Richard Terrell's Blog - Game Design Dictionary. The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Download The Critical-Glossary in this convenient PDF file. Richard Terrell's Blog - Game Design Dictionary. Critical-Gaming_glossary_Richard_Terrell.pdf (application/pdf Object) David Perry on Game Design: Game Conventions and Clichés. [GameCareerGuide is happy to present another excerpt from David Perry on Game Design: A Brainstorming Toolbox.
You may also be interested to read our our previous excerpts, on game scenarios and game worlds.] In this chapter, going to look at the things we do in various games, but this time with an eye toward the conventions and clichés that games have developed over the years. Boss Design: Tips From A Combat Designer « #AltDevBlogADay. There is no truer test of the combat designer than a boss, because they, more than any other cast member, thread those tightest of needles: challenge vs frustration.
Your task is difficult, and, unfortunately, this topic of boss design expands far beyond one simple article. I wish I had a simple solution for you. Every boss is different, though, which means there can be no magic formula. Translate. Art game thoughts re Chain World. At GDC, there was a Game Design Challenge (I’ve participated in one of these, in the distant past!). This year the topic was religion. And you’re going to need to know everything about what happened to make sense of this post. Jason Rohrer won the challenge, with a game that was a Minecraft mod with very particular rules. The big rule to know about is that it’s a game played sequentially, with the world having persistence, so that each player gets to see the remnants of what the previous player left behind, but with no explanation. This is supposed to engender the sort of mystery that in real world leads to myths and thence religions.
A video of the entire challenge: Driving User Behavior with Game Dynamics. Balance, Part 1: Tao of Picasso « Tish Tosh Tesh. If perfect balance is accurately represented by the Taoist notion of Yin and Yang (ignoring three-faction design, Rock-Paper-Scissors and pretty much any class or skill based system)… Next time, more pictures, Street Fighter, Druids and *gasp*… Color!
Edited to add the following, to be a bit more informative. Balance, Part 2: Asymmetry and Art « Tish Tosh Tesh. Continued from Part 1, of course… The left and right sides of this diagram are balanced. The left and right sides of this diagram are also balanced. These, too. …but what of these? Or these? Balance, Part 3: Systems, Defaults and Munchkins « Tish Tosh Tesh. Balance Part 1: Tao of Picasso Balance Part 2: Asymmetry and Art …and now for something a little more concrete. Balance, Part 4: Triangles, Trinity and Triage « Tish Tosh Tesh. Balance, Part 1: Tao of Picasso Balance, Part 2: Asymmetry and Art Balance, Part 3: Systems, Defaults and Munchkins Last time, I wrote about what I’m calling the DNA Grid, my tactical RPG’s character advancement system.
That happens to be only a part of the system, and stepping back a layer, there’s a triangle that I’m using to give the game’s three major factions flavor and unique functions while trying to give them asymmetrical balance. It’s at least partially built on the old gaming triangle of Paper-Rock-Scissors. DNA Codex Full. Balance, Part 5: Tick Talk Time « Tish Tosh Tesh. 101 Game Design Principles for Social Media.
Game design principles are often incorporated into social media (gamification). The reason is that games are downright addictive. Everything I Learned About Game Design I Learned From Disneyland. SCVNGR's Secret Game Mechanics Playdeck. Game Design, Psychology, Flow, and Mastery - Articles - Fail-safes in Competitive Game Design: A Detailed Example. I'd like to take an in-depth look at an example of designing balance into a game through the use of fail-safes. Although I'm choosing a fighting game, the lessons should apply to many types of games.
Game Design, Psychology, Flow, and Mastery - Articles - Slippery Slope and Perpetual Comeback. Game Design, Psychology, Flow, and Mastery - Articles - Yomi Layer 3: Knowing the Mind of the Opponent. This is not really how Yomi works.Yomi is the Japanese word reading, as in reading the mind of the opponent. If you can condition your enemy to act in a certain way, you can then use his own instincts against him (a concept from the martial art of Judo). Paramount in the design of competitive games is the guarantee to the player that if he knows what his enemy will do, there is some way to counter it. Game Design, Psychology, Flow, and Mastery - Articles - Rock, Paper, Scissors in Strategy Games.
Game Design : The Addiction Element. What makes a game addictive? In order for a game to become addictive there must be a driving force to keep playing the game.