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CHALLENGES FOR GAME DESIGNERS - non-digital exercise for video game designers
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CHALLENGES FOR GAME
DESIGNERS
BRENDA BRATHWAITE AND IAN SCHREIBER
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Charles River Media
A part of Course Technology, Cengage Learning
© 2009 Course Technology, a part of Cengage Learning.
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Library of Congress Control Number: 2008929225
ISBN-13: 978-1-58450-580-8
ISBN-10: 1-58450-580-X
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Challenges for Game Designers
Brenda Brathwaite and Ian Schreiber
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Acknowledgments
There were many people who contributed to the making of this book.
One of Brenda’s MFA candidates at the Savannah College of Art and Design, game designer David McDonough, was offered the opportunity to assist in the development of the
non-digital shorts that complete each chapter, and he jumped at the chance. Another of
Brenda’s MFA candidates, artist Blair Cooper, was asked to design the book’s cover. Likewise, he was pleased to assist. For both their contributions, we are grateful.
Thanks are due also to members of the Design Army, and in particular SCAD graduates Michelle Menard (MFA, 2008) and Chris Schmidt (BFA, 2008), who read drafts of this
book and made games from its challenges, a number of which are pictured within.
Professional game designers Jeb Havens, Ian Bogost, and Clint Hocking were kind
enough to contribute material, and countless other designers, including Greg Costikyan,
Sheri Graner Ray, Sam Lewis, Chris Crowell, and Linda Currie, listened to us talk about
games obscure and new and added to the proverbial conversation.
Lastly, but most importantly, our spouses deserve much praise. Sharon Schreiber and
Ian Brathwaite listened to keyboards click away for many a good evening while their game
designer spouses got all excited about things that the average person would probably dismiss (or at the very least not find nearly as exciting). Fortunately, they also got to play a lot
of good games.
About the Authors
As a 26-year veteran of the video games industry, Brenda Brathwaite is a game designer
and Chair of the Interactive Design and Game Development department at the Savannah
College of Art and Design. She has worked on 22 internationally known titles, including
the award-winning Wizardry series of role-playing games and the award-winning Jagged
Alliance series of strategy role-playing games. Brenda serves on the board of the International Game Developers Association and is a passionate anti-censorship advocate. She is a
regular speaker at universities and conferences, and according to a 2007 article in Next
Generation magazine written by Ernest Adams, Brathwaite is the longest, continuously
serving woman in video game development today. She is the author of Sex in Video Games.
Ian Schreiber has been in the industry for eight years, first as a programmer and then
as a game designer. He has worked on five published game titles, including Playboy: the
Mansion and the Nintendo DS version of Marvel Trading Card Game. He has also developed
training/simulation games for two Fortune 500 companies. Ian has taught game design and
development courses at Ohio University, Columbus State Community College, and Savannah College of Art and Design, and has mentored college students at those and several
other universities.
Introduction and Welcome xxi
Part I Building Blocks 1
1 The Basics 1
What Is Game Design? 2
It’s Also All About the Player 2
Meaningful Decisions 2
What Game Design Is Not 4
Types of Design 5
What Is a Game? 5
The Core of a Game 6
Where Do Ideas Come From? 9
Learning Game Design 10
Common Terms in Game Design 11
Approaches to Game Design 16
Iterative Design 19
Constraints on Game Design 20
Video-Game Constraints 20
Non-Digital Constraints 21
Contents
v
Overcoming Designer’s Block 22
Make a Resource Limited (or Unlimited) 22
Interacting with Your Friends 23
Mess with the Play Order 23
Kill a Rule 23
Use the “Rule of Two” 24
Resources 24
2 Game Design Atoms 25
The Game State and Game Views 25
Players, Avatars, and Game Bits 26
Mechanics 28
Dynamics 30
Goals 31
Theme 32
What Comes First? 33
Putting It All Together 33
Challenges 35
Challenge 1—The Path 35
Challenge 2—It’s Mine! 36
Challenge 3—When I Find You… 37
Challenge 4—Pick It Up 38
Iron Designer Challenge 5—War Without Frontiers 39
Resources 40
3 Puzzle Design 41
Basic Puzzle Characteristics 42
What Makes Puzzles Fun? 43
Puzzle Types 43
Riddles 43
Lateral Thinking 44
vi Contents
Spatial Reasoning 45
Pattern Recognition 46
Logic 46
Exploration 47
Item Use 47
Level Design and Puzzle Design 48
All for One and One for All 48
Challenges 51
Challenge 1—It’s Da Bomb! 51
Challenge 2—More Than a Maze 52
Challenge 3—What’s the Password? 53
Challenge 4—A Shocking Puzzle 54
Iron Designer Challenge 5—Play New Eleusis (Live) 55
Non-Digital Shorts 56
Resources 57
4 Converting Digital to Physical 59
Practical Application 59
How to Start 59
Challenges 60
Challenge 1—Pick a Game, Any Game 60
Challenge 2—Massively Two-Player Offline Card Game 62
Challenge 3—WWII: The Tabletop RPG 63
Challenge 4—Twitch Board Gaming? 65
Iron Designer Challenge 5—Would You Like
Games With That? (Live) 66
Non-Digital Shorts 68
Contents vii
Part II Chance and Skill 69
5 Elements of Chance 69
The Role (Roll?) of Chance in Games 69
Delaying or Preventing Solvability 70
Making Play “Competitive” for All Players 70
Increasing Variety 70
Creating Dramatic Moments 71
Enhancing Decision Making 71
Mechanics of Chance 71
Dice 71
Cards 72
Pseudo-Random Number Generators 72
Hidden Information 73
Other Game Bits 73
All Randomness Is Not Created Equal 74
Completely Random Games 74
Children’s Games 74
Gambling Games 75
Challenges 75
Challenge 1—Luck Tac Toe 75
Challenge 2—The GDC CCG 76
Challenge 3—The Fourth Wheel 78
Challenge 4—The Alien in the Desert 79
Iron Designer Challenge 5—Open-Ended Randomness 80
Non-Digital Shorts 81
Resources 81
viii Contents
6 Elements of “Strategic” Skill 83
The Role of Skill in Games 83
Types of Decisions 84
Obvious Decisions 84
Meaningless Decisions 85
Blind Decisions 85
Tradeoffs 85
Dilemmas 86
Risk Versus Reward Tradeoffs 86
Frequency or Anticipation of Decisions 87
Strategy and Tactics 87
Completely Skill-Based Games 88
Mechanics of Skill 88
Tradeoff Mechanics 89
Strategic Evaluation 91
Challenges 91
Challenge 1—Skill from Nowhere 91
Challenge 2—Game Systems 93
Challenge 3—Strategy on the Run 95
Challenge 4—A Whole New Dimension 96
Iron Designer Challenge 5—Black Friday: The Board Game 97
Non-Digital Shorts 98
Resources 98
7 Elements of “Twitch” Skill 99
Challenge 99
Tuning 99
Difficulty Levels 100
Dynamic Difficulty Adjustment 100
Difficulty Curves 100
Playtesting 100
Contents ix
Twitch Decision Making 100
Twitch Mechanics 101
Pure Speed 101
Timing 101
Precision 101
Avoidance 102
Time Pressure 102
Challenges 102
Challenge 1—Adding Twitch to Strategy 102
Challenge 2—Multi-Ball 103
Challenge 3—Twitch Dice 104
Challenge 4—Avoidance Under Pressure 105
Iron Designer Challenge 5—That’s Hard! 106
Non-Digital Shorts 107
References 108
8 Chance and Skill: Finding the Balance 109
Consider the Target Audience 109
Children 110
Competitive Gamers 110
Social Gamers 111
Professional Players 111
Families 111
Playtesting for Luck/Skill Balance 112
Exchanging Luck and Skill 112
Combining Luck and Skill 113
Games of Chance 113
Games of Twitch Skill 113
Games of Strategic Skill 114
x Contents
Challenges 114
Challenge 1—Risk for Kids 114
Challenge 2—Adult Children’s Games 115
Challenge 3—Fog of Strategy 116
Challenge 4—Casual Quake® 117
Iron Designer Challenge 5—Hardcore/Casual 118
Non-Digital Shorts 119
Part III Writing Game Concepts 121
9 What Is Intellectual Property? 121
Types of IP 122
Why IP? 122
Working with an IP 123
Research 123
Know Your Constraints 124
Honor the Player 125
The Core of the Game Versus the Core of the IP 126
Challenges 126
Challenge 1—Care Bears IP 126
Challenge 2—Add an IP 128
Challenge 3—Find the IP 129
Challenge 4—Shakespeare 130
Challenge 5—Iron Designer Challenge (Live) 131
Non-Digital Shorts 133
10 Creating Sequels 135
Why Sequels? 135
We Can Make It Better 135
We Have the Technology 136
We May Even Have the Content 136
Contents xi
Types of Sequels 136
Expansion Packs 137
Mods 137
Sequels 137
Yearly Releases 137
Spiritual Successors 137
Clones 137
Working on Sequels 138
Honoring the Player 138
Research 139
Challenges 139
Challenge 1—Let’s Do It Right This Time 139
Challenge 2—Creating Monopoly 2 140
Challenge 3—Returning from the Dead 142
Challenge X+1: The Sequel 143
Iron Designer Challenge 5—Infamously Bad (Live) 144
Non-Digital Shorts 145
11 Targeting a Market 147
Why Do I Care? Isn’t This for Marketing People? 147
Learning About Your Target Market 148
Abilities of the Target Market 148
Reading Abilities 149
Learning Curve 149
Cognitive Abilities 149
Learning Style 150
Physical Abilities 150
Tactile Desires 150
Focus Groups 151
xii Contents
The Mass Market 151
Challenges 152
Challenge 1—Gears for Girls 152
Challenge 2—Beyond DDR 153
Challenge 3—Targeting the Everyman 154
Challenge 4—Caribbean Targeted Tourism 155
Iron Designer Challenge 5—The Educational MMO 157
Non-Digital Shorts 158
12 Learning an Unfamiliar Genre 161
Why Start with Genre? 161
How to Start 161
Play, Play, Play 162
Hit the Books 162
Playing Versus Designing 162
Review the Reviews 162
Challenges 163
Challenge 1—Sports Games 163
Challenge 2—Molding the Mob 165
Challenge 3—Idea Exploration 166
Challenge 4—Clueless 167
Iron Designer Challenge 5—Genre Change 168
Non-Digital Shorts 169
13 Designing a Game to Tell a Story 171
Writer, Designer, or Both? 171
Story Arcs 172
The Three-Act Story Arc 172
The Five-Part Hero’s Journey 172
The Screenwriter’s Master Chart 173
Contents xiii
Narratology and Ludology 173
Types of Stories in Games 174
Linear Stories 174
Branching Stories 174
Open-Ended Stories 174
Instances 175
Emergent Stories 175
Thematic Setups 175
Algorithmic Stories 175
Storytelling Methods 175
Cutscenes and Cinematics 175
In-Game Events 176
Dialogue 176
Text 176
A Note About Interactivity 176
Tell, Show, Do 177
Setting and Character 177
Character Design 178
Environment Design 178
Working Backward 178
Choosing Mechanics to Match the Story 179
Challenges 180
Challenge 1—Who Are You? 180
Challenge 2—Where Are You? 182
Challenge 3—What’s the Point? 183
Challenge 4—The Common Uncommon 184
Iron Designer Challenge 5—Narratologist’s Revenge (Live) 185
Non-Digital Shorts 188
xiv Contents