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Game Design: Go With Your Gut… Or Not?
Luna Javier
Co-Founder and Creative Director
Altitude Games Inc.
Games are a hit-driven industry
Game designers are the directors
We are expected to know what’s best for the game
But the truth is...
We don’t know what we’re doing
Nobody really does
There is no guaranteed formula for success
Designers are captains lost at sea
Which way is land, captain?
It’s THAT way!
If the industry is unpredictable...
How should designers make decisions?
1. Gut
“It’s THAT way!”
Gut comes from experience
Experience
Experience == past
How to have a better gut
Play games
Read articles Go to conferences
But gut is not enough
2. Data
Data gives you a clearer picture
Work closely with your data analysts
1. Ask questions
What do you need to know?
2. Get info
Player data and behavior
3. Replay your game
Pretend to be the player
But gut + data are not enough
3. Testing
Everyone’s idea is equal
You can’t prove any idea without testing
Encourage designers to test their theories
1. Prototype
Using any tool available
2. Playtest
Team, company, friends, etc
3. A/B test
TestNet, PickFu, Google, FB, etc
How to make better design decisions
Gut
Theory
Data
Information
Testing
Validation
Tip #1: Listen to everyone
...but you still make the call
Tip #2: Do it fast
Luna Javier
THANK YOU!
Co-Founder and Creative Director
Altitude Games Inc.
luna@altitude-games.com

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Game Design Go with Your Gut... Or Not?

Notas del editor

  1. Hello! I'm Luna from Altitude I'll be talking about game design, specifically how we designers make decisions If we should go with our gut or take a more practical approach I’ll give tips on how to make better decisions for your games Will help non-designers as well
  2. Hit-driven industry like movies Hard to make money unless you’re a big studio http://schmoesknow.com/wp-content/uploads/2014/11/films.jpg
  3. Takes a village to make a game or movie Designer is director Their creative vision but also Blamed for success or failure http://1vzs2y1lx6fm2qdaaj2t2iq2uh.wpengine.netdna-cdn.com/wp-content/uploads/2012/08/ar122134846167999.jpg
  4. Team consults with designer for everything: new feature, UI, pricing Expected to know what’s best for the game, what the player wants Truth is (don’t hate me)... http://houseflippingschool.com/wp-content/uploads/2012/09/how-to-flip-a-house-for-profit-magic-formula.jpg
  5. We don’t really know what we’re doing! Don't feel bad, because http://theawesomedaily.com/wp-content/uploads/2014/10/i-have-no-idea-what-im-doing-dog-feat-1-620x400.jpg
  6. Nobody really does We’re all doing our best If we already knew how to succeed, we’d all be rich and we wouldn’t be here, trying to figure it out at conferences http://theawesomedaily.com/i-have-no-idea-what-im-doing/
  7. There is no guaranteed formula for success Can have big IP and big budget But still terrible movie / game
  8. Designers are more like captains at sea, land nowhere in sight The crew asks you, Captain, which way should we go? The designer’s job is to say: we go THIS way But you don't really know where land is How do you make an educated guess in the middle of the ocean?
  9. If we can’t guarantee success and the industry is so unpredictable How do we make good design decisions? https://i.ytimg.com/vi/jTQurAEmt64/maxresdefault.jpg
  10. First thing we do is go with our gut When someone suggests something and you immediately say, “NO that’s a bad idea” The player won’t like that, that won’t work, etc You just KNOW Source: http://1.bp.blogspot.com/_sfYjVz3zXdo/TSar-ZZXSbI/AAAAAAAAAgk/S3r_bYrRUIo/s1600/brush-with-greatness2.png
  11. Gut comes from experience But experience is based on past events Industry changes so fast For example, making a runner was a good idea a few years ago but by the time you release it, it might be too late!
  12. You can update your gut Stay current http://vignette4.wikia.nocookie.net/simpsons-treehouse-of-horror/images/7/75/Homer_eating.png/revision/latest?cb=20141212201705
  13. But gut is not enough Gut is still based on everyone’s past experience Still just an opinion http://i.dailymail.co.uk/i/pix/2007/07_02/homerDM2507_228x356.jpg
  14. How many people actually know who this is? Data gives you a clearer picture of what’s actually happening Data can prove your theory (or disprove it) http://www.trekmate.org.uk/wp-content/uploads/2015/02/Data-star-trek-the-next-generation-31159191-1024-768.png
  15. Data shows you the present It gives you a clearer picture of what’s actually happening Track your player behavior, what they’re actually doing If you learn one thing from me today - start tracking!
  16. You have to work closely with your data analysts Ask them questions. What do you need to know? E.g. “I need to know which level they stop at the end of Day 1” Get the info using player data and behavior. They calculate how many sessions players do in a day, which level they’re most likely to end their Day 1 on With that info, you replay your game pretending to be the player https://s-media-cache-ak0.pinimg.com/736x/20/c2/03/20c2039561b057dd5975b565247c3a94.jpg
  17. It’s still a theory, but you can’t prove it yet http://images.popmatters.com/misc_art/s/st-datab4-s650-1.jpg
  18. This is the best way to make a design decision http://i3.kym-cdn.com/photos/images/facebook/000/155/144/6ca67b8f-37dd-40ef-9feb-02bed851c09a.jpg
  19. People can argue forever trying to prove their idea is the best one (designers especially) But on paper, everyone’s ideas are equal. Good or bad My job is to come in and stop debates by asking, “Have you tested it?” http://mediacdn.snorgcontent.com/media/catalog/product/cache/1/image/1800x/6b9ffbf72458f4fd2d3cb995d92e8889/m/e/mexicanstandoffhood_fullpic.jpg
  20. Example: Someone suggested a different control scheme Drag skill to enemy instead of tapping skill button Nothing inherently wrong with this idea. In fact, each side could cite games that used that control scheme So we did a quick/dirty test in build and saw it was terrible because it was in portrait Dragging icon goes over player’s heads, was really far Unlike other games in landscape where dragging from the bottom to enemy was the shortest distance Couldn't have known without testing
  21. Honestly I settle any debate by saying “let’s test it” Can prototype: Unity, Balsamiq, pen and paper, Powerpoint, Flash, whatever Playtest: In team, whole company, random people A/B: Use a service. Look at these icons for Zodiac Pop. Aliens with balls won! Lighter color, Zodiac background
  22. You have a theory, supported by data, now you test it It’s a combination of all three things to make the best educated guess Some tips to make this process better…
  23. Process useless if you don't listen to other people Pixar has a Braintrust: Honest, constructive feedback Read reviews, YouTubers, feedback button in game But you still make the call. People are usually right about the problem but wrong about the solution (Neil Gaiman) Filter out the noise, and use gut+data+testing to choose the best solution Harvard Business Review https://hbr.org/resources/images/article_assets/hbr/0809/R0809D_B.gif
  24. The trick is speed Nothing worse than sitting on something for weeks Remember, you're lost at sea Do the cycle as fast as you can so you can react quickly, turn around, eliminate that possibility http://www.cartoonbucket.com/wp-content/uploads/2015/07/Road-Runner-Running-With-Speedy-Gonzales.jpg