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Zach Laster University of Helsinki Pen and Paper Dice, Cards, Rough boards, stand-in play elements Excel Simple scripted games (Lve2D) Experimental Gameplay Project Group that made Tower of Goo (amongst other things) Each person in


  1. Zach Laster University of Helsinki

  2. Pen and Paper Dice, Cards, Rough boards, stand-in play elements Excel Simple scripted games (Löve2D)

  3. Experimental Gameplay Project  Group that made Tower of Goo (amongst other things)  Each person in the group built a game prototype in a week  They bounced ideas off each other and used each other for feedback, but otherwise worked independently  Rules:  Each game must be made in less than seven days  Each game must be made by exactly one person  Each game must be based around a common theme i.e. "gravity", "vegetation", "swarms", etc.

  4. Failure  Embrace the possibility of failure  Don’t just accept it  Take risks!  The thing about rapid prototyping is you are SUPPOSED to fail sometimes  It wouldn’t be a prototype if it was guaranteed to work  If you fail you probably still learn something valuable  Prototyping is for SCIENCE!

  5. Do it fast  The point of rapid prototyping is it is  And throwing more time at the problem doesn’t make the solution better  There isn’t typically a correlation between time and prototype quality

  6. Limits  Building prototypes is easier when  You know the question you are trying to answer  You have defined limits for what you are building  It don’t have to be exact or highly specific, just limiting  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)

  7. Team of Individuals  One of the stronger tactics that EGP used was that they don’t work together.  Producing prototypes individually spreads out the risk  At least one of them is likely to be good  It improves competition  Especially if everyone is working with the same constraints  Gives more to share  Code, ideas, concepts, methods, etc  All the stuff you learn individually can now be taught to others!

  8.  The value of the team in this context is primarily helping to provide ideas and competition  EGP found that the team was most useful at the start and the end of prototyping  Bouncing ideas off each other  Competing with final products  In the middle of development, it just http://www.gamasutra.com/view/feature/130848/how _to_prototype_a_game_in_under_7_.php messed with them being in the zone

  9. Brainstorming – How not to do it  Formal Brainstorming doesn’t work (at least, not on schedule)  Mostly, you just want to get something running in your head, bounce some stuff around  If inspiration doesn’t hit you at first, keep it in the back of your head  Your brain does a lot of background processing  Brainstorming IS useful for hammering things out  Feedback on ideas  Helping to solve stuff

  10. Concept Art from Others  One method to help get the initial idea/setting/mood for your game is to collect and put together music and/or art which is somehow significant to you  Tower of Goo, Gravity Head, and On a Rainy Day all used this method to build their atmospheric moods

  11. Thought Experiments  Or, prototype your prototype  Simulate it in your head first, don’t just get half an idea and start coding  Consider how the player is playing and if they are enjoying it  Is everything playing nicely together?  Paper prototypes can help a lot here!

  12. Toy First  Generally, games have some core mechanics that make them what they are  When prototyping, build that first, and make sure it’s worthwhile  If it isn’t, you can save yourself the time of building the rest. ○ This is knowing when to cut and run  The toy is the mechanic that’s fun to play with just by itself, without actual gameplay  Super Tummy Bubble  Tower of Goo

  13. Fake it  Whenever possible (and it’s usually possible), it’s cheaper and faster to fake things  Correct AI doesn’t come up often in AAA games, because fake AI is faster to make, easier to tweak, and works basically as well.  This can also make your game faster  One of those lessons taught by the programming gurus: Learn to slack of with style  Also known as “Hobbits would be fantastic coders”

  14. Shoot it. Shoot it now.  Sometimes, it just isn’t working  Sometimes the toy just never crystalizes  Sometimes the toy just refuses to become a game  You also can’t just add polish to it  People see through this kind of thing quickly, though it may catch their eye initially

  15. Art Matters  Despite not being a good cover for crappy design, art and music very much improve a game  Sets atmosphere  Can greatly improve immersion!  Sometimes just a few simple things put together well can make a strong aesthetic  Build an art style for the game, and that will cover most of it  A standard industry method for music is to build basic themes for things

  16. Engineering only sort of matters  EGP found that “correct” and “reusable” are not really targets  I’d argue that “reusable” is always good, but I can definitely see not making it a requirement here  If you make parts of your base reusable, later prototypes can benefit!  The big thing is: The user will never see your fantastic architecture  Badly architected games can be fun (Minecraft)  If it works, and works fast, then it works; that’s all they care about

  17. Building Games from Primitives  Many mechanics can be reduced to similar mechanics  Dice rolls vs card draws Often possible to simulate mechanics using other means  Most games have highly similar elements, such as drawing or rolling to determine allocation of resources or success. When building a new mechanic, it's probably wise to compare against other similar mechanics

  18. Complexity != Fun  We don’t need a lot  Dice, cards, bouncy balls  We’re pretty easy to entertain  So perhaps all you need are a few basic primitives and a neat idea  This also ties back to “the polish won’t save it”  Similarly, experimental != complex

  19. 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)

  20. The Hero with a Thousand Faces  Joseph Cambell determined this trend in most mythic literature; The Hero’s Journey  Many ancient tales from all over the world use this formula ○ Nigeria, Finland, North America, China, … ○ The Odyssey, Inferno, Sleeping Beauty, Faust, …  Also known as the monomyth  Cambell suggested that this trend is rooted in a human need or psyche

  21.  Once it was identified, it was obviously everywhere  It was used to build Star Wars  And has been used to explain Harry Potter and the Sorcerer’s Stone  Some virtual worlds (Shadowbane) use it when building their quests

  22. The Quest for Self  The Hero’s Journey is a process of self discovery, from ignorance to mastery  The hero travels from a mundane world to an “other world” of danger and the unknown  Once they succeed there, they return to their own world, armed with new knowledge and a new sense of self, ready to tackle whatever drove them to the other world to begin with  Sounds a lot like the story line from Ultima, doesn’t it?

  23.  With most cases of the formula (books, movies, myths), it’s not the reader who goes on the journey, it’s the main character (whom they hopefully identify with)  While this does provide some similar growth in self, it’s not the same  Virtual Games are the exception to this. You are the character, you control their actions.  The more freedom you have in the game world, the more room you have to explore your self.  You are the hero.

  24. Phases  Departure – The hero leaves their world  Initiation – Takes place in the world of myth  Return – The hero returns to their world, a hero indeed.  The steps that make up these phases can occasionally be reordered or skipped, but not the phases

  25. Departure  The call to adventure  Something gets you to look at the game  Refusal of the call  “Nope, not gonna play. Not enough <fill in the blank>.”  Some people go no further  Supernatural aid  Someone’s promised to help (maybe you found a guide). Feel more confident.  Crossing the first threshold  You downloaded and installed the game  The belly of the whale  You create a character. This is a formal “rebirth.”

  26. Initiation  The road of trials  You become an opportunist (or griefer) and begin to find your way.  Meeting with the goddess  Metaphor for knowledge  You know what you must do  Some drop out here  Scientist/Networker stage  The temptress  The old world, it beckons you to return (your world)  Are you content knowing what you need to know, or are you going to apply it?  Boundary into Planner/Politician

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