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Kuba Stokalski, 11 bit studios
UNCHARTED LANDS
or why games are not designed, but discovered
What’s up with that discovery thing?
“Nobody in this
industry knows what
they’re doing.”
CliffyB
Stuff you know
Stuff you know you don’t know
Stuff you don’t know you don’t know
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…
Part 1: Do we really need innovation?
(Warning: not a trick question)
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.
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
Innovation!
Innovation = new stuff…
Innovation = new stuff…
… that doesn’t suck
New players
Existing
concepts/gameplay
New
concepts/gameplay
Existing players
RevolutionaryEvolutionary
EvolutionaryIncremental
New players
Existing
concepts/gameplay
New
concepts/gameplay
Existing players
Technology Art
Gameplay Narrative
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
Part 2: Prototyping and Exploration
Everyone does it, but do we understand why?
Science!
… or Cynefin framework
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
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
Branching exploration Iterative refinement
Design Prototyping
Bill Buxton, “Sketching User Experiences”
Exploration vs. Prototyping
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
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
Part 3: Madhouse management 101
Or how to rein in your (inner) designer
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…
Delighters
Performance
Must haves
Not implemented Fully implemented
Joy!
Anger!
Epilogue: Only the best crews survive
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
“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.”
“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?”
“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.”
“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.”
“Making something great is the goal.”
Thanks!

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Uncharted lands, or why games are not designed but discovered

  • 1. Kuba Stokalski, 11 bit studios UNCHARTED LANDS or why games are not designed, but discovered
  • 2. What’s up with that discovery thing?
  • 3. “Nobody in this industry knows what they’re doing.” CliffyB
  • 4. Stuff you know Stuff you know you don’t know Stuff you don’t know you don’t know
  • 5.
  • 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
  • 16. Innovation = new stuff…
  • 17. Innovation = new stuff… … that doesn’t suck
  • 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…
  • 31. Delighters Performance Must haves Not implemented Fully implemented Joy! Anger!
  • 32. Epilogue: Only the best crews survive
  • 33.
  • 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.”
  • 39. “Making something great is the goal.”