8/8/2014 Pen and Paper Zach Laster Dice, Cards, Rough boards, stand-in play elements University of Helsinki Excel Simple scripted games (Löve2D) Experimental Gameplay Project Failure Group that made Tower of Goo (amongst other Embrace the possibility of failure things) Don’t just accept it Each person in the group built a game Take risks! prototype in a week The thing about rapid prototyping is you They bounced ideas off each other and used each are SUPPOSED to fail sometimes other for feedback, but otherwise worked independently It wouldn’t be a prototype if it was Rules: guaranteed to work Each game must be made in less than seven days If you fail you probably still learn Each game must be made by exactly one person something valuable Each game must be based around a common theme Prototyping is for SCIENCE! i.e. "gravity", "vegetation", "swarms", etc. Do it fast Limits The point of rapid prototyping is it is Building prototypes is easier when You know the question you are trying to answer And throwing more time at the problem You have defined limits for what you are building doesn’t make the solution better It don’t have to be exact or highly specific, There isn’t typically a correlation just limiting between time and prototype quality The EGP benefited from focusing on themes like “gravity” or “swarming” They also seem to have all used the same theme at the same time (at least initially) 1
8/8/2014 Team of Individuals One of the stronger tactics that EGP used was The value of the team in that they don’t work together. this context is primarily helping to provide ideas Producing prototypes individually spreads out and competition the risk EGP found that the At least one of them is likely to be good team was most useful at the start and the end of It improves competition prototyping Especially if everyone is working with the same Bouncing ideas off each constraints other Gives more to share Competing with final products Code, ideas, concepts, methods, etc In the middle of All the stuff you learn individually can now be taught development, it just http://www.gamasutra.com/view/feature/130848/how to others! _to_prototype_a_game_in_under_7_.php messed with them being in the zone Brainstorming – How not to do it Concept Art from Others Formal Brainstorming doesn’t work (at One method to help get the initial least, not on schedule) idea/setting/mood for your game is to Mostly, you just want to get something collect and put together music and/or art running in your head, bounce some stuff around which is somehow significant to you If inspiration doesn’t hit you at first, keep it in the Tower of Goo, Gravity Head, and On a back of your head Rainy Day all used this method to build their Your brain does a lot of background processing atmospheric moods Brainstorming IS useful for hammering things out Feedback on ideas Helping to solve stuff Thought Experiments Toy First Generally, games have some core Or, prototype your prototype mechanics that make them what they are Simulate it in your head first, don’t just When prototyping, build that first, and make sure get half an idea and start coding it’s worthwhile If it isn’t, you can save yourself the time of Consider how the player is playing and if building the rest. they are enjoying it ○ This is knowing when to cut and run Is everything playing nicely together? The toy is the mechanic that’s fun to play Paper prototypes can help a lot here! with just by itself, without actual gameplay Super Tummy Bubble Tower of Goo 2
8/8/2014 Fake it Shoot it. Shoot it now. Whenever possible (and it’s usually Sometimes, it just isn’t working possible), it’s cheaper and faster to fake Sometimes the toy just never crystalizes things Correct AI doesn’t come up often in AAA games, Sometimes the toy just refuses to become a because fake AI is faster to make, easier to game tweak, and works basically as well. You also can’t just add polish to it This can also make your game faster One of those lessons taught by the People see through this kind of thing quickly, programming gurus: Learn to slack of with though it may catch their eye initially style Also known as “Hobbits would be fantastic coders” Art Matters Engineering only sort of matters EGP found that “correct” and “reusable” Despite not being a good cover for crappy are not really targets design, art and music very much improve a I’d argue that “reusable” is always good, but I game can definitely see not making it a requirement Sets atmosphere here If you make parts of your base reusable, later Can greatly improve immersion! prototypes can benefit! Sometimes just a few simple things put The big thing is: The user will never see together well can make a strong aesthetic your fantastic architecture Build an art style for the game, and that will Badly architected games can be fun (Minecraft) cover most of it If it works, and works fast, then it works; that’s A standard industry method for music is to build all they care about basic themes for things Complexity != Fun Building Games from Primitives Many mechanics can be reduced to similar We don’t need a lot mechanics Dice, cards, bouncy balls Dice rolls vs card draws We’re pretty easy to entertain Often possible to simulate mechanics using So perhaps all you need are a few basic other means primitives and a neat idea Most games have highly similar elements, such as drawing or rolling to determine This also ties back to “the polish won’t allocation of resources or success. save it” When building a new mechanic, it's Similarly, experimental != complex probably wise to compare against other similar mechanics 3
8/8/2014 Goals and Bounce When converting a toy to a game, we want to try to use any implicit goals What would you want to do with this even without game mechanics? Avoid things that feel randomly tacked on Keep the game bouncy! Things which are responsive and bounce to user input will help the user Super Tummy Bubble The Swarm Mario Minecraft (in some aspects) The Hero with a Thousand Faces Joseph Cambell determined this trend in Once it was identified, it was obviously most mythic literature; The Hero’s Journey everywhere Many ancient tales from all over the world use It was used to build Star Wars this formula And has been used to explain Harry Potter ○ Nigeria, Finland, North America, China, … and the Sorcerer’s Stone ○ The Odyssey, Inferno, Sleeping Beauty, Faust, … Some virtual worlds (Shadowbane) use Also known as the monomyth it when building their quests Cambell suggested that this trend is rooted in a human need or psyche The Quest for Self The Hero’s Journey is a process of self With most cases of the formula (books, movies, myths), it’s not the reader who discovery, from ignorance to mastery goes on the journey, it’s the main character The hero travels from a mundane world to an “other world” of danger and the (whom they hopefully identify with) While this does provide some similar growth in unknown self, it’s not the same Once they succeed there, they return to Virtual Games are the exception to this. their own world, armed with new You are the character, you control their knowledge and a new sense of self, ready actions. to tackle whatever drove them to the other The more freedom you have in the game world, world to begin with the more room you have to explore your self. Sounds a lot like the story line from Ultima, You are the hero. doesn’t it? 4
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