Game Design Patterns
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.
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. 9 Tips for Indie Game Developers I Learned at GDC 2013 - Tuts+
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”. Rewards and Reward Schedules in Gamification - Andrzej's Blog
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.
Global GameSpace :: 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.
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.com [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. In this chapter we'll look at: Clichés Enemy Clichés Weapons Objects and the Environment NPC Clichés Martial Arts Clichés RPG Clichés FPS Clichés Action Adventure (Platformer) Clichés RTS Clichés Fighting Game Clichés Racing Game Clichés Simulation Game Clichés Puzzle Game Clichés MMO Clichés So yes, we do have game clichés. Like all entertainment media, games have developed some clichés -- situations and actions that are recognizable or that lead to predictable results and other predictable stereotypes.
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. Boss Design: Tips From A Combat Designer « #AltDevBlogADay
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. Art game thoughts re Chain World
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!
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 1: Tao of Picasso Balance Part 2: Asymmetry and Art …and now for something a little more concrete. I’m taking a look at the backbone of character progression in a game I’m designing and digging a little into why I’m making my choices and how I’m incorporating “balance” within the game, specifically how it relates to pacing and balancing player abilities against the game’s design. Balance, Part 3: Systems, Defaults and Munchkins « 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. Balance, Part 4: Triangles, Trinity and Triage « Tish Tosh Tesh
Time is an interesting thing in games. At a very basic level, you usually have the power to pause a game. Some games play with time more explicitly, as the recent Prince of Persia games have. Yet others take time manipulation even further, like Braid‘s suite of time-bending mechanics, or maybe just temporal echoes like The Misadventures of P. B. Winterbottom. Balance, Part 5: Tick Talk Time « Tish Tosh Tesh
Game design principles are often incorporated into social media (gamification). The reason is that games are downright addictive. Game-like features can increase user engagement — encouraging desired behaviour from customers, partners and employees. 101 Game Design Principles for Social Media - Simplicable
Everything I Learned About Game Design I Learned From Disneyland
SCVNGR's Secret Game Mechanics Playdeck
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Game Design : The Addiction Element