Games have four elements:

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Presentation transcript:

Games have four elements: Game design is about incentivising interesting behaviour which leads players into a flow state with moments of fiero. Games have four elements: Flow, Fiero!, Heuristics, and Core Engagement A. Flow means the player are fully-engaged in the game: so immersed that they lose track of time. “Oh my! Is that the sun coming up already!?!?”. To generate flow: Have a clear set of goals for the players to work towards. This is not necessarily the object if the game. Give immediate feedback to players on their actions, in relation to the goal. Make the goal attainable and challenging. If it’s too easy, the game is boring. If it’s too hard, the game is frustrating. B. Fiero! is that moment when we inwardly say “Yes! I did it!”. See Jane McGonigal’s definition. C. Heuristics are the rules of thumb players develop and use to guide their actions. The game rules are not heuristics; game rules are incentives for heuristics. Think of bluffing in poker: the rules do not include bluffing, but players still bluff. D. Core Engagement is the central core of the game that appeals to players. For thematic games, you want your character to be represented in the game from the start, and to take up space in the game

Theme and Mechanics The “beating heart” of every game is the intersection of theme and mechanics. For example, if the game is about building a castle, the mechanics will likely include resource management and worker placement. Remember players will have a different perspective on theme and mechanics than you will, as the game designer. Four stages of testing Proof of concept: this is the ugly, handwritten basic version of the game you want to design. Think Minimum Viable Product. Where is the core engagement? How does it play out, in your mind? Alpha: in plain broad strokes, perhaps printed from a PC; you are likely play testing with a designer group or play test group Is the core engagement correct for this game? Are all of the actions “interesting”? Are all actions served well by each mechanism? Beta: more refined, printed from a PC; you are likely play testing with a local gaming group Is the general balance okay? Do the players feel like it is fun? Are there any broken, degenerate strategies? Gamma: printed prototype in full colour with beautiful artwork It’s been play tested, it’s fun to play, and has the four key elements: flow, fiero, heuristics, & core engagement. “Release the marketing kraken!”

Final thoughts and top tips Fail fast. This is the most important principle to observe in iterative design. It will save you a lot of time, money and hassle if you experiment with what works best for the game you want to make. Play test at least 75-100 times. Check the zero-level heuristics are clear. Zero level heuristics (ZLH) mean you know exactly what to do on your first turn. Create incentives that give players immediate feedback on progress towards a goal. This is how to create good ZLH. Keep people in the flow state by ensuring they climb the heuristics “tree”: the more they play, the better rules of thumb they develop. Remove as much flavour text from your cards as possible. Remove the paragraph and leave the title and graphic only. Stopping to read your paragraph erodes flow, and breaks the “magic circle”, or illusion of being ”in the game”. HAVE FUN! The worst day of game design is better than the best day at work, so enjoy yourself 