The presentation I gave at the Korea Games Conference 2014, discussing the importance of having a proper communication methodology in game design (specifically the AGE and 6-11 Framework, which are also integrated in the One Page GDD format proposed by Stone Librande).
3. An often hot topic on LinkedIn groups
What's the most important skill for a Game Designer?
Often degenerating in hundreds of comments!
Creativity
Programming or Artistic skills
Writing
Having an open mind
Curiosity
...
4. An often hot topic on LinkedIn groups
What's the most important skill for a Game Designer?
Often degenerating in hundreds of comments!
Creativity
Programming or Artistic skills
Writing
Having an open mind
Curiosity
...
Critical Analysis
Listening
Explaining your ideas
5. An often hot topic on LinkedIn groups
What's the most important skill for a Game Designer?
Often degenerating in hundreds of comments!
Creativity
Programming or Artistic skills
Writing
Having an open mind
Curiosity
...
Critical Analysis
Listening
Explaining your ideas
Communication
6. How to communicate effectively?
“A method is needed in order to reason accurately”
Descartes
Game Designers explain their approaches in
very subjective ways.
How can we communicate our ideas in an easy
to understand way?
we need a “pragmatic” approach for explaining
and describe games
For example by breaking down a game at different level
of complexities and analyze their relationships.
7. The A.G.E. Framework
(inspired by the MDA framework)
FUN
Actions
• the core actions that a player can perform
usually described in terms of verbs.
• E.g. moving, jumping, kicking a ball, shooting, taking
cover
Gameplay
• the resulting play achieved by using and
combining the available "actions". These
can be either verbs or higher level concepts
• E.g. fighting, race to an end, territorial acquisition
Experience
• the emotional experience that engages
players during the game.
8. Emotional Experience
The most difficult part to explain
How do players feel when they play?
What do players really want?
What triggers „Fun“??
9. „6-11 Framework“
„Fun” as an outcome from engaging the player
through basic emotions and instincts
6 Basic Emotions
Ekman, Plutchik, Izard etc.
11 Instincts / Instinctive behaviors
Their correspondences / relationships
27. Explaining a game
In general:
Emotions can trigger instincts
Instincts push the player to act in the game
Easy to link instincts to gameplay and actions
Fear
Anger
Survival
Aggressiveness
Escaping
Avoiding danger
Chasing
Fighting
Hiding
Running
Running
Kicking
Casting a spell
28. Explaining a game, step by step
From Actions to Experience:
Play the game
What can I do in the game?
Note: check the controls!
29. Explaining a game, step by step
From Actions to Experience:
Once we nailed down the Actions...
Gameplay:
What can I use them for?
What am I trying to do?
Experience:
Why am I doing it?
How do I feel while playing?
31. Frogger (Konami, 1981)
Actions • Move Left/Right
• Advance
• Retreat
Gameplay What am I trying to do?
32. Frogger (Konami, 1981)
Actions • Move Left/Right
• Advance
• Retreat
Gameplay• Avoid being run over by cars (avoidance)
• Reach a safe spot at the top of the screen
(race to an end)
Experience How do I feel while playing?
33. Frogger (Konami, 1981)
Actions • Move Left/Right
• Advance
• Retreat
Gameplay• Avoid being run over by cars (avoidance)
• Reach a safe spot at the top of the screen
(race to an end)
Experience How do I feel while playing?
Joy Excitement
Survival
Fear
Pride
Identification
34. Frogger (Konami, 1981)
Actions • Move Left/Right
• Advance
• Retreat
Gameplay• Avoid being run over by cars (avoidance)
• Reach a safe spot at the top of the screen
(race to an end)
Experience How do I feel while playing?
Joy Excitement
Survival
Fear
Pride
Identification
35. Frogger (Konami, 1981)
Actions • Move Left/Right
• Advance
• Retreat
Gameplay• Avoid being run over by cars (avoidance)
• Reach a safe spot at the top of the screen
(race to an end)
Experience How do I feel while playing?
Joy Excitement
Pride Protection
NO! I’m not the frog! I’m just trying to rescue it!
36. Defense: Evolution
(Adsumsoft, 2014, Android/iOS)
Actions • Place/Remove unit
• Zoom In/Out
• Start/Stop evolution
Gameplay • Evolution (Conway’s Game of Life,
1970)
• Expand control over the grid
(territorial acquisition)
• Protect the “Beacon” (tower
Experience defense)
Excitement
Curiosity
Protection
Pride Joy
37. Turky’s Date
(Adsumsoft, 2014, Android/iOS)
Actions • Slide Tiles
• Use Magic
Gameplay • Drive Turky around to get
bonuses (herding)
• Protect Turky (avoidance)
• Reach Picky (race to an end)
• Make the bad guys fall
Experience
Protection
Revenge Collecting
Pride
Excitement Joy
38. One Page GDD
(Stone Librande, Creative Director, EA/Maxis, www.stonetronix.com)
Title
Date/Version
< topic / high level description >
Callout Main Illustration
Callout
< description >
Details,
Sidebar Zoom In
Sidebar
• Bullet points
• …
• …
Sidebar
or
Flowchart
40. Conclusions
• To be good game designers we need to
communicate effectively
• We need a reliable approach for explaining our ideas
• Gaining insights, discuss, sharing experiences
• AGE model
• Narrow but clear definitions
• Easy to relate the different layers
• Desired emotional experience seen in terms of intuitive
components (6-11 Framework)
• Straightforward to learn and adopt in a variety
of contexts
• One Page GDD
41. Thanks for
Your attention!
roberto.dillon@jcu.edu.au
or
roberto@ProgramAndPlay.com
rdillon73
Adsumsoft:
http://Adsumsoft.ProgramAndPlay.com