Fundaments of Game Design

Slides:



Advertisements
Similar presentations
Anatomy of a Game CTIN 463 John Hight
Advertisements

Digital Game Prgm I Large – Scale Design Process.
Acquisitions, a Publisher’s Perspective Andrew Wafer Lead Games Designer External Development Studio Getting past the initial selection.
The Sims knowledge community Michelle Schrader ENGL 42501: Writing for New Media Assignment 1: Examining Knowledge Communities.
Group E - Enrico Costanza Sam Holder, Jonathan Stephens-Jones, Joseph Buckingham, Crispin Clark, Benjamin Dixon Creative Commons, Open Source, Open Movements.
STORY COMPOSITION PART 1 GAME DESIGN. OBJECTIVES Determine when to add a story to a video game Outline the basic creative writing procedures.
Way out of the Box! Presented by Brian Goble About HipSoft »Founded in late 2002 by Brian Goble, Bryan Bouwman and Garrett Price. »Located in Redmond,
My target audience, as mentioned before, is young adults, aged around due to their age considerations need to be made as to how best advertise.
What Are Interactive Games? All games take input from the player or players and return feedback. In this sense, all games are interactive.
Designing Match-3 Games Jason Kapalka, Chief Creative Officer, PopCap Games.
By: Martha Dionne D. Cañete, RN. Definition according to Merriam Webster: Plagiarism is... to steal and pass off (the ideas or words of another) as one's.
Plagiarism, Fair Use and Copyright Laws
Monitoring the refreshed MTA brand Q4 Report (Apr-Jun 2016)
Connecting on LinkedIn: A Beginner’s Guide
Keeping Children Safe Online
Scratch Animated Greeting Cards.
Games.
SEM
Digital Stewardship Curriculum
Finding Literature for Research
Designing and Developing Games
Understanding the FIRST LEGO League annual Project challenge
Unit 7 – Understanding the Creative Media Sector
Foresight Science & Technology, Inc.
Games Design: Game Concepts
Sports, entertainment and Recreation marketing
The Reality of Digital Drama
Principles of Learning
Key Issues in Licensing Software and Associated Intellectual Property: Matching Licensing Models to Business Strategies Steve Mutkoski Regional Director,
Copyright: How to be a more informed educator
Buy real and cheap MUT coins     Due to the high entertainment value, both men and women of all ages throughout the world are highly interested in football.
Bioshock Mod GDD My game design document for my Bioshock mod project called Bioshock Fates.
Design Document Name: Project Name:.
Sports Psychology.
Fundaments of Game Design
1 – What does hwpplayers mean ? It is the shortened version of "hard working philosophers players" - hard working - philosophers (a person who ask questions)
Writing an Analytical Paragraph
Communication #43, 44, 45.
GCSE Film Studies.
FUTURE JOBS READERS Level 2-② App Developers.
Office of Education Improvement and Innovation
Building a GER Toolbox As you return from break, please reassemble into your working groups: Surveys and Instruments Analytical Tools Getting Published.
Chapter 7.3 The Publisher-Developer Relationship
Reverse Engineering and Professional Reviews
Objectives The courage to be persistent in order to reach your goals
Thesis Defense Nov. 19, 2014.
A guide for elementary school students
Spyware. By: Katheryn L. Gaston.
Team Members: Member1, … Spring 2013
Structuring a response
NB Department of Education Policy 311
Digital Stewardship Curriculum
Portfolio Menu Don’t like what is being served up for a portfolio main course? Check out our menu of available options!
Textbook Assignment: Encore pg. 41 B – Thunderstorm A –
Game Inception and Design
Lessons Learnt from Researching Together:
Topic 5: Communication and the Internet
Safety Hour Discussion Pack
Topic 5: Preparing for the world of work
Safety Hour Discussion Pack
Topic 5: Preparing for the world of work
Unit 25: Research for product development
The Business of Game Development
Social Studies Inquiry in Arkansas
Template slide pack for investment pitch
Fundaments of Game Design
Fundaments of Game Design
Strategic Planning Long & Short Term
Open Content Licensing: Getting Started
Constructing a Test We now know what makes a good question:
Presentation transcript:

Fundaments of Game Design Ch 9 & 10 Intellectual Property & Creating Sequels Richard Gesick

Intellectual Property intellectual property is an idea or a collection of ideas that is owned by someone or something and is the result of creative work the majority of best-selling game titles are derived from pre-existing IP IPs are part of the reality of making games professionally

three basic types of IP Original IP is developed by or for the IP holder and, in the case of the game industry, is owned by the publisher or developer Licensed IP is pre-existing IP that is licensed for use in a video game by the publisher or developer Sequels are subsequent releases of either original or licensed IP any collection of ideas that represents something of creative value is IP

IP Publishers and developers gravitate toward licensed IP for one reason above all others—risk mitigation Consider the IP spectrum of the Madden series by EA Sports: John Madden NFL Football teams Individual players EA Sports Previous Madden titles

Working with IP Research designers often find they know a whole lot less than the licensor Since Wikipedia is community-generated knowledge, it can’t be relied upon for accuracy

Working with IP know your constraints They already know the game they want you to make, know the fundamentals of game design, and have made a credible suggestion. They already know the game they want you to make, have no idea about the fundamentals of game design, and have suggested a game that borders on horrifying. They already know the game they want you to make, and it’s just like a recent hit, only “better” or “different.” They have no idea what they want to make, and are relying on you to tell them.

Working with IP Target audience, rating from ESRB For very famous IP characters, there is a whole set of behaviors that the IP holder routinely disallows or demands

Working with IP honor the player develop a solid core mechanic what key things the player expects from a game bearing your assigned IP develop a solid core mechanic every IP has its own core that core may not translate so well into the video game world IP’s designers need to find a way to preserve the intent of the IP if they are unable to translate its core perfectly from one medium to another

Creating Sequels publishers and developers publish sequels to mitigate risk developers are well equipped to make the next game even better than the one before, particularly given all the feedback they’ve received. They know what works, and they know what doesn’t sequels that share technology sequel-to-sequel save time and money

Types of Sequels Expansion packs require the player to own the original game from which the sequel came and are designed to expand upon the original play experience Mods usually take the form of new levels, new missions, and new items sequel to stand-alone products that are good to go right out of the box and require no additional software to play yearly releases don’t require ownership of any previous game to play Spiritual successors are not truly sequels Clones - the same thing, only different and better

Working on sequels pattern to successful design Exploit: Know what made the original game good, and don’t screw it up. Expand: Improve upon many of the features in the game, checking each to make sure that it still strengthens the core of the game in some way. Explore: Survey the genre overall as compared to your game and try to innovate in some way—be it an online feature or a new play mode such as co-op. Exterminate: If there are features that make the game’s core weaker or detract from features that make the game core stronger, remove them. If your players hate it, it’s a safe bet that it should go, too.

sequels Player expectation Research monitor fan and critical reaction to previous games in a series