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Gamedesign samenvatting sheets Les 1; Intro & formal elements

Turn-based Formal elements ... Players. Verschillende interaction patterns;

Objectives. Capture, chase, race, alignment, rescue or escape, forbidden act, construction, exploration, solution, outwit. Procedures. The methods of play and the actions that players can take to achieve the game objectives. Who? What? Where? When? How? Rules. Met mate. Resources. Lives, units, health, currency, actions, power-ups, inventory, special terrain, time. Conflict. Obstacles, opponents, dilemmas.

Boundaries. Fysiek, conceptueel. Outcome. (zo lang mogelijk) onzeker. Zero-sum of non-zero-sum?

Les 2; Game prototyping


Stellingen; Goede games zijn leuk om te spelen (of tenminste interessant, boeiend, meeslepend..) Als je wilt weten of een game(ontwerp) 'leuk' is, zul je hem moeten (laten) spelen. Je kunt een game pas spelen als hij klaar is. De waarde van prototypen; "there is nothing more valuable for improving gameplay than a good prototyping process .. All you need to worry about are the fundamental mechanics, and if these mechanics can sustain the interest of playtesters, than you know that your design is solid." Fullerton Fysiek prototypen; Focus op gameplay i.p.v. technologie Gemakkelijk iteratie veel laagdrempeliger Directe verwerking van spelerfeedback Waarop kan je je prototype het beste testen? Stel daarom eerst je experience goal vast. Experience goal voorbeeld; players will feel a sense of happiness and playfulness rather than competitiveness.

Les 3; Playtesting
Zie boek?! In sheets alleen opdrachten voor eigen game.

Les 4; Dramatic elements


Formal elements (boek h3) game Dramatic elements (boek h4) context, emotie, betekenis "Basic" Challenge tasks that are satisfying to complete, that require just the right amount of work to create a sense of accomplishment and enjoyment. Flow; Moet tussen frustratie en verveling zitten. Afhankelijk van uitdaging spel en vaardigheid speler. "..flow occurs most often within activities that are goal-directed and bounded by rules ... that could not be done without the proper skills." "..in flow experiences, we know what needs to be done, and we get immediate feedback on how well we're achieving our goals." The paradox of control; geen controle = willekeur. Volledige controle = voorspelbare uitkomst. "it is not possible to experience a feeling of control unless the outcome is unsure, meaning that the person is not actually in complete control." Play ".. freedom of movement within a more rigid structure." 4 fundamental types of play;

schema gebaseerd op "rules of play", salen and zimmerman 10 types players; The competitor The explorer The collector The achiever The joker The artist The director The storyteller The performer The craftsman "Complicated" Premise establishes the action of the game within a setting or metaphor. Spellen kunnen zelfde premise hebben en verschillende gameplay en andersom. Character ... Story Uitkomst is onzeker. Lineair verhaal; auteur bepaalt uitkomst. Spel; speler bepaalt uitkomst (verschillende opbouwen? zie boek). World Building ... The dramatic arc ...

Les 5; game design document


Zie boek?! In sheets alleen opdrachten voor eigen game.

Les 6; character design


Zie boek?! Geen powerpoint.

Les 7; World design


Zie boek?! Geen powerpoint.

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