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Gameplay Design
          DAY 1

      Petri Lankoski
   petri.lankoski@sh.se
Schedule
Today               Tomorrow

  Theory: atoms       Theory: chance

  Design exercise     Design exercise

  Wrap-up             Wrap-up
Why Theory?
Theory exposes
structures

➡ useful for designing
  certain kinds of features
  into a game


Theory predicts
consequences

➡ what if we use this         Trial and error vs. theory
  design?                     Figure: Wikipedia (CC BY-SA 3.0)
Player-centric design

What is this game about?

How do I play?

How do I win?

Why do I want to play?

What things do i need to do?
Atoms = What to Design
Game State       A snapshot of all things in game

Game Views       A player’s view to a game state

Game Objects     Tokens, characters, resources, etc.

Game Mechanics   Possible player actions

Dynamics         How the game reacts to mechanics

Goals            What the player try to reach

Theme            What the game is about
Example: Texas Hold’Em
  Game State
  Game View
 Game Objects
Game Mechanics
   Dynamics
    Goals
    Theme
Example: Texas Hold’Em
  Game State
  Game View
 Game Objects
Game Mechanics
   Dynamics
    Goals
    Theme
Typical dynamics
Territorial         Building
acquisition
                    Collection
Prediction
                    Chasing and
Spatial reasoning   evading

Survival            Trading

Destruction         Race
Design Task


Main dynamic: Race

Players: 2-4

Deliverable: Board-game, card-game, or tile-
based game prototype
Player-Centric Design
What is this game about? THEME?

How do I play? MECHANICS?

How do I win? GOALS?

Why do I want to play?

What things do i need to do?
  How do I reach the GOALS; what are the obstacles;
  DYNAMICS?
Further reading
  Brathwaite & Schreiber,
    Challenger for Game
Designers. Course Technology,
        Chapters 1–2

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Gameplay Design Workshop 1/2 (2011)

  • 1. Gameplay Design DAY 1 Petri Lankoski petri.lankoski@sh.se
  • 2. Schedule Today Tomorrow Theory: atoms Theory: chance Design exercise Design exercise Wrap-up Wrap-up
  • 3. Why Theory? Theory exposes structures ➡ useful for designing certain kinds of features into a game Theory predicts consequences ➡ what if we use this Trial and error vs. theory design? Figure: Wikipedia (CC BY-SA 3.0)
  • 4. Player-centric design What is this game about? How do I play? How do I win? Why do I want to play? What things do i need to do?
  • 5. Atoms = What to Design Game State A snapshot of all things in game Game Views A player’s view to a game state Game Objects Tokens, characters, resources, etc. Game Mechanics Possible player actions Dynamics How the game reacts to mechanics Goals What the player try to reach Theme What the game is about
  • 6. Example: Texas Hold’Em Game State Game View Game Objects Game Mechanics Dynamics Goals Theme
  • 7. Example: Texas Hold’Em Game State Game View Game Objects Game Mechanics Dynamics Goals Theme
  • 8. Typical dynamics Territorial Building acquisition Collection Prediction Chasing and Spatial reasoning evading Survival Trading Destruction Race
  • 9. Design Task Main dynamic: Race Players: 2-4 Deliverable: Board-game, card-game, or tile- based game prototype
  • 10. Player-Centric Design What is this game about? THEME? How do I play? MECHANICS? How do I win? GOALS? Why do I want to play? What things do i need to do? How do I reach the GOALS; what are the obstacles; DYNAMICS?
  • 11. Further reading Brathwaite & Schreiber, Challenger for Game Designers. Course Technology, Chapters 1–2

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