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Think Game Play! http://blog.codedread.com/archives/2006/02/12/gdc- 2006-advanced-prototyping/ http://www.gamasutra.com/gdc2007/index.php?id=13 016
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Production Cycle Concept design Prototyping (Pre-production) Production Art concept Storyboarding Writing Level design Modeling and animation Programming, behavior and tools Playtesting Revisions Post production
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Outside Source: Chapter 5 (Working with System Dynamics) External Resources: Chapter 7 and 8 (Rollings and Adams)
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is an assemblage of entities/objects, real or abstract, comprising a whole with each and every component/element interacting or related to another one.entitiesobjects
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Games are Systems Objects Properties Behaviors Actions that an object can take Relationships: Using Rules, e.g. Damage, Hit Points, Armor Using Behaviors, e.g. Sims: character relationship with objects are based on their needs
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Transitive Relationships In game terms: you need B to get to C. Example: you cannot fight the last boss in the game without accumulating strength through fighting smaller bosses or enemies
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Elements of Transitive Relationships Timing is important, controlled through your design: e.g. in FPS: you can control timing and pacing through XP, weapon strength, HP in the level Challenge vs. Frustration
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Setup the objects, properties, behaviors, and relationships to create a balanced GamePlay
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Ways to establish balance Manipulating numbers Introducing chance Manipulating rules Use trade-off matrix Encoding the game as another balanced game, e.g. Rock, Paper, Scissors
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Avoid Dominant Strategies Are strategies that gives you a win no matter what. E.g. Any game Examples? Wife BirthdayNot Wife’s Birthday Buy Flowers1020 Don’t Buy Flowers -1000
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Outside Source: Chapter 6 (Prototyping) (most of this part of the lecture is taken from DIGRA Game Design Workshop primarily done by Tracy Fullerton)
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Physical Prototyping
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Modeling the Premise & System
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Benefits of Physical Prototyping Allows process to focus on game play, not technology. Allows more design time, more iterations. Allows real-time response to feedback. Allows non-technical team members to participate at a high level in design process. Allows broader and deeper experimentation.
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Physical Prototypes
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Formal Playtesting & Usability
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Dramatic Elements Dynamic System Formal Elements Rules, Procedures, Mechanics, etc. Where to Begin?
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Formal Elements Players Objectives Rules Procedures Resources Boundaries Outcome
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How is the interaction between the players organized?
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What goals structure the play?
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What rules guide or limit the players’ actions?
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How does the play proceed?
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What resources are available to players to accomplish their goals?
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How will it end?
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Dramatic Elements Premise Character Story Challenge Play
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Additional Materials Chris Hecker http://chrishecker.com/Homepage (lectures, notes) Chaim Gingold http://www.slackworks.com/~cog/ (lectures, ideas) Johnathan Blow http://number-none.com/blow/index.html (demos of prototypes, papers, lectures, ideas)
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To Do for Oct 10/16 Paper Prototype or other kinds of prototypes Playtesting Report (3 sessions at least), schedule with Ai Presentation for each group showing: Paper prototype Notes from playtesting Please plan for 7 minute presentation – I will cut you off if you go longer Presentations are on 10/16 and 10/23, I decide when u go Send presentations by email Monday 10/15 11:59 or before Outcome of presentation: feedback and blog reports Each student will blog on the presentations they saw, please use formal and dramatic elements or MDA framework for your analysis. This is graded (see syllabus)
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