Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
6. Hence, exploration
• Development is broadening the part we know at the
expense of stuff we don’t know.
• Exploration is broadening the stuff we know we don’t
know at the expense of stuff we don’t know we don’t
know.
• Phew…
7.
8. Part 1: Do we really need innovation?
(Warning: not a trick question)
9. Core concept
• The experience you want to provide to your players
• Why does this game need to be made?
• If you can’t put your game into 2 sentences that will get
your target audience flared up, you’re doing it wrong.
10.
11.
12.
13.
14. Why is core concept super important?
• During dev you will get lots of ideas. Having a lot of ideas is
good and necessary but…
• … a lot of them will be 100% inappropriate for the game
you’re making (for various reasons). You need to be able to
tell the difference
• Design direction is about maintaining true north: gunning
for the things you have to have to deliver the player
experience you envision
21. Takeaway
• How is your game different? Invest your time and effort
in the uniqueness of the core concept not random
“great ideas” (more on that in a second)
• Good rule of thumb: one major innovation per project
22. Part 2: Prototyping and Exploration
Everyone does it, but do we understand why?
24. Complex
cause and effect known in retrospect
Probe
Sense
Respond
Chaotic
no cause and effect on systems level
Act
Sense
Respond
Complicated
cause and effect requires thought
Sense
Analyse
Respond
Obvious
cause and effect obvious to all
Sense
Categorize
Respond
Disorder
???
OrderedUnordered
25. Complex
Prototyping new gameplay
Chaotic
Game high concept
Gameplay ideas delivering
player experience
Complicated
Optimisation
Obvious
Late bug fixing
Disorder
… most of the
time?
OrderedUnordered
26. Branching exploration Iterative refinement
Design Prototyping
Bill Buxton, “Sketching User Experiences”
Exploration vs. Prototyping
27. Ideas are cheap, right?
Discover
Understand the challenge
Research
Gather inspiration
Interpret
Search for meaningful stuff
Ideate
Generate ideas…
…lots of them
Experiment
Prototype!
Evolve
Grow
28. Takeaway
• Learn to sense when you need to branch and
when to converge
• Lots of different ideas work best in chaotic
environments
• We want to achieve X, but we have no idea if it’s a
good idea
• Prototyping works best in complex environments
• We know X is a good idea, we don’t know how to
deliver it well
• Analysis works best when you know what you
have, you need to make it better
• We’re running at 5FPS but we target 60 (:D)
• Categorisation works only with obvious stuff
• We have 4 weeks till gold, we only have these
2412 animation bugs to fix…
• Ideas are cheap, except when they are not
• Get inspired! Research! Then go design
29. Part 3: Madhouse management 101
Or how to rein in your (inner) designer
30. Impact vs. effort
Low impact
High impact
Low effort High effort
Quick wins! Serious business
Why are we talking
about that again?
Might as well…
34. What does a team need?
• Candor, because we all want to make the best game
possible
• Courage, because we will fail
• Instinct, because most ideas suck most of the time, we
have to know which ones to nurture
• Perseverance, because it will take a long time and
everything will change a hundred times in the process
35. “Candor isn’t cruel. It does not destroy. On the contrary, any
successful feedback system is built on empathy, on the idea that we
are all in this together, that we understand your pain because we’ve
experienced it ourselves. The need to stroke one’s own ego, to get the
credit we feel we deserve— we strive to check those impulses at the
door.”
36. “Always employ people that are smarter than you.”
“Your employees are smart; that’s why you hired them. Treat them
that way”
“What is the point of hiring smart people if you don’t let them fix
what is broken?”
37. “What is the point of hiring smart people if you don’t let them fix
what is broken?”
“If someone on your team is afraid of suggesting new ideas,
you loose.”
38. “If you give a good idea to a mediocre team, they will screw it
up. If you give a mediocre idea to a brilliant team, they will
either fix it or throw it away and come up with something
better.”