Sunday, February 4, 2018

OUGD603 Brief 05: A Brief Crash Course on Game Design

A Brief Crash Course on Game Design: Issues, Processes and Resources for New Designers.
(https://boardgamegeek.com/thread/1018707/brief-crash-course-game-design-issues-processes-an)

1. Idea Generation and Early Conceptual Stage

- From Daydreaming to Design - Document the concept!

- Make note of any ideas for the theme or mechanics you may want to use.

- Create a rough outline of the potential flow of the game – i.e. how do players take turns, what actions do players take, etc.

- Work on what gets you excited and do what keeps you motivated

- Establish your design goals and gameplay objectives - and write them down!

What kind of design goals should I be considering?

- What is my target audience? What kind of “fun” am I trying to make?

- How many players will the game support?

- How long is the game? What’s the playtime for first/learning games?

- How “big” is the game in terms of components?

- How complex do I want the game to be?

- How much, and what type, of interaction do I want to have between players? Is it passive or confrontational? 

- How much politicking / table talk do I want players to engage in?

- What types of choices or dilemmas do I want players to face? 

- How much randomness / luck do I want in the game?

- How abstractly do I represent the theme? What are the essential parts of the theme to represent?

- How do I make the game standout in the market? What makes it marketable and different?


- Think about pacing and how players win

- Keep in mind how long you want the game to be and how the win conditions and game end conditions tie into that.

2. Early Prototypes and crash testing – Do it EARLY!

- You need to get a playable prototype assembled as soon as possible to test the basic flow and structure of your game.

- Make your first prototype in the fastest and most flexible way possible - don't bother with art

Basic tools and materials 
- Paper, card-stock
- Pencils, pens, markers
- Scissors, matte knife, straightedge, cutting board
- Index cards of various sizes/colours
- Blank playing cards and/or card sleeves
- Deck of traditional cards
- Assorted dice
- Generic tokens / cubes / pawns / gems

- Coins or cheap poker chips

- Make extensive notes AS YOU PLAY about things that work well or don’t work well – and if you have any ideas for changing things.

- In particular, look for game breaking issues and the player actions that cause them.

- Be loose and flexible – look to improve the idea.

- Early feedback and reality checks

3. Preliminary Rules, Functional Graphics, and the Mid-Stage Prototype

- Document the design

- The rules are your game, and the sooner you start developing the language and terminology your game relies on, the easier it will be to teach the game and have a reference point for changing mechanics.

- Begin working out the Graphic Interface

- Work out the visual/graphic system for the game in a consistent manner.

- Make a refined prototype to support live play-testing

4. Internal Play-testing Stage

- First live play-tests – what to ask testers?

- TAKE EXTENSIVE NOTES

- Taking and interpreting criticism – Knowing your audience

- Design Refinement – Endless iterations

- Reduce negative experiences

- Appropriate player interaction

- Appropriate use of Luck

Make interesting choices

Balancing strategies and play styles

- Game end triggers, the arc, and pacing

- Scoring and inventive structures

- Thematic Consistency / Congruency

- Elegance, Ergonomics, and Fiddlyness

- Be bold and different

5. External play-testing stage

- Blind Playtesting

- Rules Drafting and Late-Stage Prototypes

This advice could be useful in directing the team, having a good design process and making sure that everything is being covered, as this will be a challenge to all of us.

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