2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on...

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2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points. Several images are temporary. Most of them will be enhanced.

Transcript of 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on...

Page 1: 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points.

2012

Designing Gamesfor

Game Designers

Stone LibrandeCreative Director, EA/Maxis

Note: Turn on “Notes View” to see the outline of the talking points.Several images are temporary. Most of them will be enhanced.

Page 2: 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points.

• Class Philosophy

• Fundamental Exercises

• Advanced Exercises

• Designing your own “design games”

Overview

Page 3: 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points.

• Cogswell Polytechnical College, Sunnyvale, CA.

• Paper, cards, dice (no computers)

• 2 to 3 hour workshops

• Focus on one specific topic

Class Philosophy

Page 4: 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points.

Design Goals:• A chance for the class to get

acquainted

• Focus on physical rather than cerebral

Warm Up

Page 5: 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points.
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What is a Game?

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Design Goals:• Goals come in many forms

• All the rules stay the same, only the goal can change

• How does changing the goal change the game?

Goals

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Design Goals:• How do you structure rules?

• What are the key words to prevent ambiguity?

• Players make up games from scratch by adding one new rule each turn

Rules

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Design Goals:• It’s not enough to put decisions in your

game, you need “interesting decisions”

• The rules and goals don’t change

• The players are given a character and must create three actions. Only one action can be taken per turn.

Decisions

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Design Goals:• Use the items in a room to build an obstacle

course

• Players must try to get a ping-pong ball into a cup

• Start with a par 1 hole, then slowly add obstacles until the hole becomes par 5

Obstacles

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Design Goals:• Make an asymmetric game where the two

sides are balanced

• One side is a giant robot that operates autonomously

• The other side is a squad of 4 tanks under the players’ control

Balance

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Design Goals:• Learn how to calculate odds while playing a

game

• Start with simple calculations and slowly progress in difficulty

• Show how statistics can give you more information than play tests

Odds

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Design Goals:• Show the students how powerful rewards

can be

• Roll dice as fast as possible and try to get a double 6.

• Do this for an hour!

Rewards

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Design Goals:• Using the lessons on odds and rewards,

make a casino game

• Balance the player’s payout with the houses ability to consistently make money

• Make the rules simple, but give the player options

Entertainment

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Design Goals:• Bring in a board game but ignore the rules

• Combine it with another random board game

Mash Up

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Design Goals:• MMO style game where the rules change as

the game is being played

• Each player is either a wizard, thief or warrior and levels up by battling other players

• Guilds tend to form naturally, which opens up new rule requirements

World of Rulecraft

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Design Goals:• Take an existing video game and recreate it

using cards and dice

• After removing the graphics, sound and controllers, what will survive?

Paper Simulation

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• Tony Hawk’s Pro Skater

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• Asteroids

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• The base game must be simple

• Let the students/players do the work

• Iterate the lesson constantly

Making games for designers

Page 36: 2012 Designing Games for Game Designers Stone Librande Creative Director, EA/Maxis Note: Turn on “Notes View” to see the outline of the talking points.

Thank you!

Detailed rules and materials for many of thes games can be found at:

www.stonetronix.com