Super Mario Galaxy Concepts

Super Mario Galaxy Concepts

GDC 2012 Notes | small steps in the dark: embracing the continuous prototyping mindset

no shared design language

  • hard to talk about design due to a lack of shared lexicon
  • different dialects

my definition of prototyping

  • an interactive experiment that is used to gather information
  • it’s a mindset to approach the process
  • a tool to explore space

developing jamestown

  • 21 month dev cycle, 3 full-time developers
  • custom engine (5 months) (C++ and lua)

conventional prototype

  • not a complete vertical slice (no publishert to show it to)
  • made in flash in parallel with the custom engine
  • throw away code
  • unfied vision/concept
  • porting to new engine took 2 weeks
  • algorithms survived port

problem with conventional prorotypes

  • problems keep appearing after the prototype is complete
  • too many assumptions

design questions

design questions

level specific content

  • every level brings unique challenges
  • scalling a vertical slice horizontally

stance-based shooter

  • sounded like guaranted fun (there is prior art)
  • built a lot of design plans on top of this
  • prototye revealed misconceptions
  • fun isn’t guaranteed until you feel it or see people experencing it

value of information

  • commit to solution or keep gathering more info
  • recoveravility / more info implies less risk
  • currency of design discussion / more specific is more valuable
  • prototypes as information generators
  • the right question will lead to the right prototype

continuous prototyping mindset

  • every major feature should be prototyped prior to commitment
  • can’t do it all up-front as innovating present new questions
  • don’t be afraid to “shoot it both ways”

prototyping techinques

  • spend only what you need (minimize costs)
  • code is not a requirement for all prototypes
    • eg. just tell players about a rule and check it manually (gun jam, score goal)
  • use malleable media (pen/paper/foil/objects)
  • keep overhead low

Speaker: Tim Ambrogi / Final Form Games (Jamestown)

GDC 2012 Notes | Create New Genres
  • loops instead of arcs: concentrate in game systems and not in consumable content
  • don’t bring in art/narrative too early as it gets in the way of the game itself
  • have multiple prototypes in development at the same time to minimize failure costs and evaluate better
  • plan with next steps instead of the master design document
  • invent new genres inspired by everything in the world, including the seeds of existing games, but not the results
  • designer driven process: designer must listen, but nobody has veto over his decisions
  • the A team is 2 man too big: great designer + great programmer

speaker: daniel cook

GDC 2012 Notes | How I Got My Mom to Play Through Plants vs. Zombies

blend the tutorial in the game (learning is fun)

  • the chamaleon tutorial
  • “this isn’t the tutorial your’re looking for”

better have the player do something than to read about it

  • try things in a safe enviroment that conditions the learning

spread out the teaching of game mechanics

  • player investment proportional to willingness to learn
  • context is important
  • let players play with their toys before introducing new ones
  • in-game shops can teach

just get the player do an action once: it’s all it takes for him to understand

  • first coin drop has a bouicing arrow.
  • blinking game parts ask for interaction
  • teaching the sunflower resource economy:
    • they are cheaper than all the other items
    • works well with the highlighing of available to buy (press shiny object)
    • walnuts start in recharge so they appear later as they cost the same

use fewer words

  • max of 8 words on the screen at any moment
  • max of 1 sentence
  • sophisticated caveman:
    • shoot pease at enemies
    • you got the shovel
    • blows all enemies in an area
  • break chunks in little pieces and feed them after a click (think mario galaxy)

use unobstrusive messages if possible, don’t break flow

  • passive messaging (in background wall, like braid, and scrolls out when don’t need it anymore)
  • adaptive messaging
    • watch players play
    • less than 3 sunflowers after a while: “try planting at least 3 sunflowers…”
    • for repeated failure show incremental hints
    • show only if player is doing wrong and really needs help
    • but don’t rob the sense of discovery

don’t create noise

  • understand what you want your player to be focused on
  • early achievements are noise
  • don’t cry wolf: irrelevant messages decrease player trust in them

use visuals to teach

  • graphic of the object should comunicate the function (screen door = shield)
  • if not possible, it should remind what it does after you see it once.

leverage what people already know in the theme

  • plants: tower defense genre, stationary towers wiht personality
  • zombies: move slowly, single screen, no scrolling
  • house/street shown at the beginning but centered in the arena
  • coffe: waking up
  • zombies helments: metal is tougher than plastic that’s tougher than nothing at all
  • sun: plants needs it
  • money: buys stuff (instead of dropping brains)
  • money: small silver coin, medium gold coin, large diamond (size + material = known relative value)
  • naming of the plants reflect/contain function: sunf-elower, wall-nut, puff-shroom, magnet-shroom.

Note: the help screen is a joke (sent by the zombies)

Speaker: George Fan

GDC 2012 Notes | Level Design Case Studies: Trainyard and Cut the Rope

trainyard

  • levels = teaching
  • sawtooth difficulty progression with dips to let payer relax
  • audience discovered: casual, completionists and hardcore
    • break into main game (for casual audience) and bonus levels (completionists, hardcore)
    • don’t put nearly-impossible levels even as bonus levels because completionists get frustarted.
    • add a level editor for the hardcore audience.
  • each level should have a purpose
    • symmetry and balance
    • everything sound intentional
    • use themes for variety
  • use minimum number of elements possible to achieve purpose
  • “I don’t know how I did that” after solving a puzzle = bad (problem with core mechanic or level)
  • build an editor: fast switch between edit/test, easy versioning to experiment
  • try amplify player’s internal joy when puzzle is solved (add fx, sounds, etc.)
  • to design new levels the math and color logic is checked first to see if it’s possible
  • no puzzles are published that he could not solve

cut the rope

  • levels are snacks (each take secods to beat)
  • level design principles:
    • positive reinforcement, not forced solutions (give a star instead of killing the player, if possible)
    • self-manageable difficulty (collect all stars, skip levels)
    • can plan the solution (not necessarily trial and error)
    • solution should look logical, elegant and reproducible
    • levels should hide defects in the engine or the game itself.
    • tutorials must force the user to use the principle it teachs
  • last level in the group is not the hardest but has cool ideas to let them wanting more
  • data driven decisions (reviews, polls via twitter/facebook, game center leaderboards)
    • fail rate: tied to the arcade (skill) component of the level
    • skip rate: tied to the puzzle (reasoning) component of the level.
  • 900 levels created, 400 used
  • emotional goal of caring for the baby monster is more imporant than highscores

Life boat - A GDC Game Design Workshop exercise

What follows is the result of modifying the SiSSYFiGHT 2000 card game with Zoya, Tim and Max at the GDC 2012 Game Design Workshop.


Life boat rules

You are survivors on a life boat and you have enough food for 7 days.

Each player starts with seven chips, but keep them hidden - you’re hoarding food!

In each round you can choose one of the three available action cards: to steal food from another player, team up to mob another player for even more food, or withdraw to avoid being stolen from.

  • Steal = take one chip
  • Mob requires that other players mob with you, if successful take 2 chips each
  • Withdraw = halve losses from steal and mob, sacrifice one chip if nobody attempts to steal from or mob you

Action cards are accompanied by character card for target. If withdrawing use character card for yourself.

Cards to be played are revealed by all players at the same time.

Any chips taken as a result of action must be kept separate from your food stash until the end of the turn.

Chips can only be taken from a player’s food stash, and not from any gains from actions performed by that player in the same turn. This means that a player must reveal his stash when he doesn’t have any more chips to give away.

At the end of each round, after adding gained chips to the stash, every player must discard one chip - i.e. eat a portion of food.

If you have no chip to discard - no food to eat - you die and become a ghost:

  • The most recently dead player is the lead ghost
  • The lead ghost can preview cards to be played before they are revealed, and write a note to one player only once per round.

If two survivors remain, the ghosts vote on who should win - the loser is driven mad by the spirits of those who starved to death, jumps overboard.

shibata616:


FPS

shibata616:

FPS

One of the very basic ideas behind good music is that […] restatement is valuable and repetition is not.
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¡Cómo bajó el dólar!

¡Cómo bajó el dólar!

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