background preloader

Game Design

Facebook Twitter

Blog | | DEGENESIS Rebirth Edition. In 2003, Christian Günther and Marko Djurdjevic banded together to create DEGENESIS, a genre defining tabe top RPG that inspired gamers, larpers & artists alike for over a decade now. In 2014 SIXMOREVODKA is proud to announce the DEGENESIS: REBIRTH EDITION. The original creators, Chris & Marko along with… Mike Selinker's Ten Rules on Writing Rules. Gamification Model Canvas. Gamification uses game-thinking and game mechanics in non-game contexts to solve problems. It's application can be seen in all sectors to engage people in areas such as marketing, human resources and education, for personal development or innovation purposes. The main issue when designing gamification solutions is that we need to break down the game design into understandable elements and apply them to the professional environment in order to design, evaluate and solve engagement problems. Gamification Model Canvas is an agile, flexible and systematic tool created by Sergio Jiménez, to help find and evaluate solutions based on game design and to ultimately develop behaviors in non-game environments.

This free tool is based on formal models of game design and experience in gamification projects. It is based on two main works adopted globally: "MDA Framework: A Formal Approach to Game Design and Game Research" by Robin Hunicke, Marc LeBlanc and Robert Zubek. " Game perspective. Some Rules for Developing and Playtesting Tabletop RPGs. You Can’t Design a Game in Your Head Have you ever had a really great dream, and tried to tell someone about it, and realized that it didn’t come together as a coherent story the way you thought it would? That’s because it’s difficult to have any perspective on ideas while they’re still inside your head.

The same thing can happen with game ideas. If you get your ideas down into a concrete form like a game draft you can look at them with some perspective and make sure that they work as well on paper as they seem to inside your head. Additionally, people can’t play your thoughts. You’ve Got To Do the Work Before You Can Ask For Others’ Time If you know there are problems in your current draft, and you know how to fix them, you need to fix them before you offer it for playtest.

Record Your Playtests If you can, record audio of the sessions. Be Careful About Playtesting a Game in an Artificial Manner Playtest Games On Their Own Terms Don’t Fall in Love (or Hate) With Mechanics. Associative Ideation. GNS Theory. Strictly, GNS theory is concerned with players' social interactions, but it has been extrapolated to direct game design, both in and outside the world of RPGs. A game can be classified according to how strongly it encourages or facilitates players reinforcing behaviours matching each category. Game designers find it useful because it can be used to explain why players play certain games. Ron Edwards later discarded GNS Theory in favor of The Big Model, which includes the GNS categories as different kinds of creative agenda. GNS: Gamist, Narrativist, Simulationist[edit] Gamism: Prove Yourself[edit] Gamist refers to decisions based on satisfying clear predefined goal conditions in the face of adversity: in other words, on the desire to win.

I might as well get this over with now: the phrase "Role-playing games are not about winning" is the most widespread example of synecdoche in the hobby. Examples include, Magic: The Gathering, Chess, and most computer games. Narrativism[edit] History[edit] Board Game Publishers are Doing it Wrong | Nick Bentley Games. Second prize is a set of steak knives. Third prize is you’re fired. I’ve been getting interest from game publishers, which has lead me to study the game industry/market. Now I’ve got thoughts about what publishers are doing right and wrong in their efforts to sell games, and this essay is about one of those. Fair warning: it’s about business strategy rather than games, per se. Bear in mind I’ve not worked in the game publishing industry. If my thinking is naive, please correct me. I’m happy to trade embarrassment for wisdom. As I now understand things, there are two facts about the board games market that strongly shape its dynamics: Fact #1 - The lifecycle of a board game which has crossed over into mass market success is often very long.

As Eric Hautemont, CEO of Days of Wonder says (in this talk): …the big difference is how long they last. But this also means only a minuscule fraction of published games reach mass market success. Fact #2 - The board game market is increasingly saturated. Game Design Resources. Lost Garden. Chaos Engineering | The Trouble with Feats (and À la Carte Design) Chaos Engineering | Choice through scarcity. Chaos Engineering | Why Level 1 is Rarely Your First Level. Confirmation bias. Confirmation bias, also called confirmatory bias or myside bias, is the tendency to search for, interpret, favor, and recall information in a way that confirms one's beliefs or hypotheses, while giving disproportionately less consideration to alternative possibilities. [Note 1][1] It is a type of cognitive bias and a systematic error of inductive reasoning. People display this bias when they gather or remember information selectively, or when they interpret it in a biased way.

The effect is stronger for emotionally charged issues and for deeply entrenched beliefs. People also tend to interpret ambiguous evidence as supporting their existing position. A series of experiments in the 1960s suggested that people are biased toward confirming their existing beliefs. Confirmation biases contribute to overconfidence in personal beliefs and can maintain or strengthen beliefs in the face of contrary evidence.

Types[edit] Confirmation biases are effects in information processing. History[edit] Dungeons & Dragons Remake Uses Players' Input. "Dungeons & Dragons Next" Creators Look To Simplicity, Open Development To Regain Lost Gamers. Wizards of the Coast, publishers of fantasy roleplaying game Dungeons & Dragons, faces a unique problem. The game goes back to 1974, but has gone through many iterations since. Every four or five years D&D is either revised or updated with a whole new edition, and every four or five years some of its fans stop playing. People drop off because they don’t like the changes in rules and the style of play that results.

When the fourth edition was launched in 2008, the changes gave the game more of a war strategy feel and a video game/MMO sensibility. As a result, some players dropped off, disliking what they perceived as a game anchored in statistics. In 2000, the launch of third edition caused a similar reaction--rules emphasizing characters’ skills and powers seem to detract from the creativity of the game. And fans said the same thing about 1989's second edition. And others in the role-playing industry agree.

So it is no surprise Wizards is looking to emulate Paizo. 4 principles for the design of game interfaces. The latest issue of User Experience Magazine features a gem of an article for those looking for a very brief intro into basic heuristics for game design. "Designing Game-Based Tools for Youth" By Sarah Chu and Constance Steinkuehler reveals findings from their research into the UX of the massively popular and massively multiplayer game, World of War Craft. Their conclusions...Keep the interface simple at first. Introduce information and functions as users need them. Minimize the amount of written information.

Allow for interface customization. Progressive disclosure: Starting simple meant the users tested didn't need to read instructions and could simply jump into the action. The interface gets gradually more complex over time as the user builds familiarity with the basics. This is an excellent principle to carry over to learning interface design. Just-in-time help - The game introduces byte-sized tutorial pop-ups that appear strictly when they are needed (chunked and contextualized.) Game Design Resources. Intuition vs Metrics: How Social Game Design Has Evolved | Laralyn McWILLIAMS. Three Novice Mistakes in Game Design. Game Design: Steps to Publish an RPG » Genesis of Legend Publishing. This will be the first item in my “The Process of Design” series on my site. I am a relatively young designer, but I believe that I have gotten a decent grasp on the overall process for successful game design.

I have learned a great deal concerning design due to the excellent designer and podcasting communities and I appreciate their assistance. This appreciation had led to my little series which aims to provide some good foundational information for new designers. Disclaimer; I don’t claim to be an expert, nor even to play one on TV.

These are my questions, opinions and workflows which may not suit your particular purposes. Even then, I hope that you can find some benefit from this post. Game Design: Steps to Publish an RPG article in PDF I tend to break up my game design process into a set of twelve arbitrary steps. Step 1: Initial Inspiration This first step is the easiest; I usually carry out this step once every month or two and dump the results into a text document for a later date. Game Design Process 101: Part II (Creative Thinking) For many people who want to be Game Designers, the most difficult thing about the process, aside from the actual work, follows soon after the initial spark of inspiration strikes.

More often than not, the first mistake a budding developer makes is to get inspired and immediate start the execution of the game’s design, usually after slapping together a whole lot of hype to get other people interested in his or her project. Screenshots, like an actual plan, are optional. A great example would be GamerJoe21 taking a shower, thinking about the ‘kick-ass war movie’ he saw last night where ‘that dude did that awesome thing with that minigun’. Don’t laugh, it’s probably happened numerous times… Unfortunately, for a game to be the best it can be, there must be some amount of planning and preparation.

I know, I know. €œBut wait! Brainstorming is a creative thinking technique by which a large numbers of ideas are generated towards the goal of finding a solution to a problem. Features - Structuring Key Design Elements. All games start as an idea, something like "Wouldn't it be cool to be a space marine and blow up zombies on Phobos" or "Wouldn't it be cool to be a pilot in a starfighter involved in an epic struggle to overcome the oppression of a star empire gone bad" or "Wouldn't it be cool to drive modified street cars on Tokyo streets at night. " These idea sparks are often the source of long conversations between developers late into the night at the studio. Another potential starting point for a game is a licensed property; i.e., "make a RPG/RTS/action game using XXX license. " (Fans may want to play that license specifically. Major licenses include Star Trek, Star Wars, D&D, WWE, Lord of the Rings, and Harry Potter.)

This article discusses how to turn the structure that your business context and your game ideas provide into a game concept worthy of fleshing out into a game design document. Business Context Shapes Design, Or Does Design Shape The Business Context? The Effects of a Slipped Game 1. 1. Starting From Scratch: Five Tips for Better Game Design. Game Idea Generator – Handy Tools @ Cowface Games. These kickass games let you do real-life science. I like that there's all these games out there that actually contribute to real science. It's nice to know that I'm Contributing to Science! But they all end the same way: I just spent 25 minutes mapping craters on the moon, and that's enough for this month. While I used a crowd sourced example, the same can be said for most of these games. I haven't tried them all, so maybe one is, like, super-duper awesome. I'm not doing science. What I want to see is a 'truer' citizen science website, something that allows your average Jane or Joe to come up with questions, propose testable hypothesis, and carry out experiments.

I think it would be great if there was a place for people to go where they can ask these sorts of silly questions, formulate hypothesis, make predictions, and test them. Game Design Logs. If you still practice or encourage the outdated practice of writing long design documents, you are doing your team and your business a grave disfavor. Long design docs embody and promote an insidious world view: They make the false claim that the most effective way to make a game is to create a fixed engineering specification and then hand that off to developers to implement feature by bullet-pointed feature.

Great game development is actively harmed by this assumption. Pre-allocating resources at an early stage interrupts the exploratory iteration needed to find the fun in a game. A written plan that stretches months into the future is like a stake through the heart of a good game process. Instead of quickly pivoting to amplify a delightful opportunity found during play testing, you end up blindly barreling towards completion on a some ineffectual paper fantasy.

Yet, there is still a need for documentation. Why? Design logs What I do now is write a little something I call a 'design log.' An Encyclopedia of Role-Playing Games. What a Pitch! David Perry on Game Design: Game Conventions and Clichés. Budd Royce Lam | Game Design Canvas. Get the Game Design Canvas Game Design Canvas by Budd Royce Lam is licensed under aCreative Commons Attribution-ShareAlike 3.0 Unported License. Based on a work at The Excel version can be found here: DOWNLOAD THE GAME DESIGN CANVAS What is the Game Design Canvas? The Game Design Canvas is my adaptation of Alexander Osterwalder’s Business Model Canvas for game development. Game Design Canvas vs Game Design Document The canvas does not completely replace a GDD as it does not contain all the minute details that a GDD contains. How do I use the canvas? Realistically, just download the excel file and fill in the boxes. Do I have to fill in all the boxes?

No, but it’s best that you do. Can I change the boxes? If you need change or add boxes to the canvas, you are more than welcome to do so. What’s a Minimum Viable Prototype? The MVP is something I coined based off the Minimum Viable Product from the Business Model Canvas. Why is there a Player Segment? Quick Concept Format: A Method for Developing Game Concepts. I use this method along with other ideation methods (i.e. brainstorming). Why do I use it? It’s better suited for iteration.It’s focused on creating a game concept, not a bunch of loose random ideas for features. It lets the individual take time to germinate game concepts.

The first part of this method believes that the concept process should be iterative. While many sources talk about iterative approaches to design and development, I believe this should be an universal approach— from ideation-to-design-to-tuning of a game. Ideation if not focused correctly can develop concepts but leave the important questions that lead to a design unanswered. Most brainstorming methods focus on fast-group-procreation of concepts, this method encourages slow-individual-germination of game concepts. You can access the Quick Concept Format worksheet here. How to use: Give your concept a working title. The QCF is also an excellent tool for aiding designers in structuring discussions about design. » Deconstructing “Feel” (1 of 3) Card Design Commandments | Hyperbole Games. 10 Game Design Commandments « My Simple Minded World. A New Taxonomy of Gamers: Table of Contents -- Video Game Reviews and Rants. Game Design: Small Choices. Roll Dice Online.

Brainstorming. Chaos Engineering | Run a Game: Taking Advantage of Levels. DC On Using Math. 4 Powerful Game Development Tools | Gameplay Passion. A Method for Developing Game Concepts. Risk and Reward Deluxe « #AltDevBlogADay. Visualizing the Creative Process. Card Games: Combat Games. RPG Design PanelCast » Genesis of Legend Publishing. Tabletop rpg design - Google Search. Some Rules for Developing and Playtesting Tabletop RPGs. SoYouWantTo/Write A Tabletop RPG. Tales of the Rampant Coyote: What Makes a Great RPG - Mechanics. Dice Mechanics: Methods. Tabletop Role Playing Game Design. Story Games Forum. Core & Progressive Game Mechanics. Game Design Tools.