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Eriq Muhammad Adams J. eriq.adams@ub.ac.ideriq.adams@ub.ac.id | http://eriq.lecture.ub.ac.idhttp://eriq.lecture.ub.ac.id Informatics University of Brawijaya
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Making games fun Adams & Rollings 50% Avoiding errors--bad programming, bad music and sound, bad art, bad user-interfaces, bad game design. "Basic competence will get you up to average." 35% Tuning and polishing--attention to detail 10% Imaginative variations--level design 4% True design innovation--the game's original idea and subsequent creative decisions 1% An unpredictable, unananalyzable, unnamable quality-- "luck, magic, or stardust"
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Making games fun Adams & Rollings 50% Avoiding errors 35% Tuning and polishing 10% Imaginative variations 4% True design innovation 1% Luck, magic, or stardust Implications: 95% A well-tuned game with no major problems and interesting levels but no new ideas could be 95% fun. 4% A novel game idea that is (very) poorly executed could be only 4% fun.
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Finding the fun factor Adams & Rollings Gameplay comes first--give people fun things to do Get a feature right or leave it out Design around the player Know your target audience Abstract or automate parts that aren't fun Be true to your vision Strive for harmony, elegance, and beauty
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The hierarchy of challenges Adams & Rollings Complete the game Finish a mission Finish a sub-mission Finish an atomic challenge Player will usually be thinking about current atomic challenge. Awareness of higher-level challenges creates anticipation.
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Challenges Victory conditions and atomic challenges are usually explicit. Intermediate challenges are usually implicit. Players get tired of just following instructions. "The most interesting games offer multiple ways to win" - - Adams & Rollings, p. 284 More than one way to accomplish intermediate challenges Capture the flag (p. 284): defensive approach, aggressive approach, stealth approach
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Reality Check Almost no one makes a living designing games Most who do work for a game company, not freelance You could spend the same time as profitably by picking up bottles and cans for deposits and recycling! Most publishers don’t make a lot, either—and it’s risky Many publishers exist largely to self-publish their own games
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Reality Check 2 So if you design games, do it because you like to, or because you must, not because you want to make money Alan R. Moon, two German “Games of the Year”, would have had to get part-time job if not for Ticket to Ride winning Recognize that your “great idea” is probably not that great, not that original, and not that interesting to other people Finally, it’s extra-hard to get into video game design
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OK, How much do you make? In my experience, royalties are a percentage of the publisher’s actual revenue 5% is most common Publisher sells to distributor at 40% of list price or less; distributor sells to retailer for 10% more Internet sales are becoming significant—then publisher makes 100% Shipping costs may be subtracted from revenue
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Royalty example $40 list game, 5% of $16 = 80 cents Per 1,000 copies, $800 $20 game, $400 per thousand Wargame typical printrun is a few thousand “Euro” games might go up to 10,000 Most games sell poorly after first six months, most are not reprinted German “Game of the Year” might sell 250,000 or more, after award
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What about the biggies? In general, the really big companies have staff to design their games Many will not even accept outside submissions Virtually all will require you sign a statement relieving them of all liabilities At least one only works through agents In USA, Hasbro owns all the traditional boardgame publishers such as Parker Brothers, Avalon Hill
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Do I need an agent? Whatever for? Yet, I did for my first game back in the 70s, in England Unfamiliarity I could meet and talk with him locally (London) Shady “agents” and “evaluators” abound Don’t ever get an agent who wants a fee “up front”
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Practice and get others to evaluate Diplomacy variants and D&D material in my case Post such things on your or other Web sites Analogy: Jerry Pournelle (SF writer) says be willing to throw away your first million words on the road to becoming successful SF writer Similarly, be willing to make lots of games/mods that don’t make any money on the way to making (some) money as a game designer
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Intellectual Property Rights Ideas are not important, and not valued! Ideas are a dime a dozen: execution is what counts Copyright now inherent Forget that “mail to myself” idea Registered copyright makes suits much easier to pursue and more remunerative Ideas cannot be protected, only expression of an idea
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The idea is not the game Novices tend to think the idea is the important thing Ideas are “a dime a dozen”. It’s the execution, the creation of a playable game, that’s important The “pyramid” of game design: Lots of people get ideas Fewer try to go from general idea to a specific game idea Fewer yet try to produce a prototype Fewer yet produce a decently playable prototype Very few produce a complete game And very, very few produce a good complete game
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Licensed Properties Tie-ins with movies, comics, books, etc.? Much too expensive Not even worth the IP owner’s time to do the processing for a boardgame—there’s not enough money in it
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Submitting Games Read the publisher’s requirements Some require you to sign a form and seal it in an envelope Some won’t accept unsolicited proposals at all—this is common Expect it to take a long time Expect to get rejected May have nothing to do with how good your game is Tolkien’s Lord of the Rings rejected many times
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October 12, 2015 Two forms of game design Video games and non-video games Scale is different “big time” video games are produced by dozens of people, cost millions of dollars “big time” non-video games produced by a few people with budgets in the thousands Yet a few sell more than a million copies
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Prototypes—”testing is sovereign” To best improve a game, you must have a playable prototype Firaxis’ Sid Meier-Civilization series, Pirates The sooner Firaxis got a playable version of Civ 4, the more they could learn A playable prototype includes “artwork” or physical components, and rules or programming The rules for a non-video game are the equivalent of the programming of a video game Programming must be precise and is very time consuming (game engines may help in the future) A playable set of rules can be much less precise, relying on the mind(s) of the designer(s), and notes It’s also much easier to change the non-video prototype to test different approaches It’s much easier to produce the physical prototype, than to create the artwork for a video game
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Learning to design So we can have a playable, testable non-video game much more quickly than a computer game of similar scope or subject Consequently, it’s much easier to learn game design with physical games than with video games! Kevin O’Gorman’s concurrence
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Art vs. Science As in many other creative endeavors, there are two ways of approach These are often called Romantic and Classical, or Dionysian and Apollonian Or: art and science Some people design games “from the gut” Others like to use system, organization, and (when possible) calculation Mine is the “scientific” approach; and that is more likely to help new designers Game design is 10% art and 90% science
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Who is the audience? A game must have an audience What are the game-playing preferences of that audience Short or long? Chance or little chance? Lots of story or little story? “Ruthless” or “nice”? Simple or complex? There is no “perfect” game
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Genre Video games are more limited by genre than non-video games Most video games and many others fall into a clear genre category Each genre has characteristics that come to be “expected” by the consumer Much easier to market a video game with a clear genre
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How to design games Limits lead to a conclusion: Characteristics of the audience (target market) “People don’t do math any more” Genre limitations Production-imposed limitations “Board cannot be larger than X by Y” Self-imposed limitations “I want a one-hour trading game”
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Publisher-imposed limits Some are publisher preference, some are market- dictated For example: many publishers want nothing that requires written records in a game Another example: consumers strongly prefer strong graphics, whether in a video or a non-video game
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Self-imposed limits You have your own preferences Don’t design a game you don’t like to play yourself If you don’t like it, why should anyone else? Limits/constraints improve and focus the creative process Great art and music is much more commonly produced in eras of constraints, rather than eras without constraints Example of a limit: I want to produce a two-player game that lasts no more than 30 minutes
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Do it! Too many people like to think about designing so much, they never actually do it Until you have a playable prototype, you have nothing (Which is what makes video game design so difficult) It doesn’t have to be beautiful, just usable
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Design vs. “development” “Development” has two meanings In video games, it means writing the program In non-video, development (often by a person other than the designer) sets the finishing touches on a game, but may include significant changes Development takes longer than design, in either case
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The designer’s game vs. the game that’s published Video games are often overseen by the publisher, who is paying the bills; so it is modified to suit as it is developed Non-video games are often unseen by the publisher until “done”; some publishers then modify them, often heavily
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Self Publishing Do you want to design, or do you want to be a businessperson? But often it’s the only way your game will be published Most self-publishers will lose money NOT counting the time they spend Virtually all lose money if you count the time they put into the business See http://www.costik.com/selfpub.html
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Brief “What’s Important” on the business side of game design Most people in the business are honest and try to do good It’s too small a business to get tricky, word gets around It really is a small business, and mistakes are common Barring long apprenticeship and great good luck, you won’t make a living at it
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Resources about the business Game Inventor’s Guidebook by Brian Tinsman “All about publishing” thread on ConsimWorld Lots of books about video game publishing Come to my seminar on Saturday at 2 about process of game design
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Types of Game Design Docs Concept Document Proposal Document Technical Specification Game Design Document Level Designs
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Concept Document Used to explore game idea in more detail Often used as a proposal within an organization Developed by designer or visionary A short sales pitch: 1-3 pages May have no art, or amateur art Many ideas never get farther than this
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Concept Document (cont.) Must include: Intro Description Key features Genre, spin, flavor Platform(s) / market data May also include: Background / License info Concept art
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High Concept The key sentence that describes your game MUST get the concept across concisely and quickly If you can't, it may be too complicated to sell
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High Concept (cont.) Not so good: "MindRover is a game in which players build and program robotic vehicles to compete in a variety of challenges including battles, races, puzzles, and sports." Better: "MindRover is like Battlebots... but with brains."
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Proposal Document Used to get a deal Shown to publishers and 3rd parties Enough detail to show that the proposal is viable: 5-50 pages Sales oriented Big picture Polished!
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Proposal Document (cont.) Must include: Revised concept Market analysis Technical analysis Schedule Budget Risks Cost and revenue projections Pessimistic, likely, optimistic Art
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Technical Specification (cont.) Must include: Tooling Art / Music / Sound / Production pipeline Technology detail Platform & portability issues Networking or special tech Server details Software engineering info Major design elements Key areas of technical risk Alternatives to risky or expensive sections
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Game Design Document Functional spec: The 'What' of the design Describes the player’s experience and interactions in detail Could be quite long, several hundred pages, but "enough" is the goal. Artistic feel Owned by the game designer A living document "The Bible"
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Game Design Document (cont.) Must haves Game mechanics User Interface Visuals Audio Story (if any) Level Specs
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Interactive fiction A way to try out some principles of game design with relatively little overhead. Text game engines: Informhttp://www.inform-fiction.org TADShttp://www.tads.org Adrifthttp://www.adrift.org.uk
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New Riders - Andrew Rollings and Ernest Adams on Game Design New Riders - Chris Crawford on Game Design http://jmonkeyengine.org/wiki/doku.php/jme3 http://jmonkeyengine.org/wiki/doku.php/jme3 Worcester Polytechnic Institute – Game Design Documents Dr. Lewis Pulshiper – Getting Started in Game Design References
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