Showing posts with label Game Design Tools. Show all posts
Showing posts with label Game Design Tools. Show all posts

Tuesday, October 25, 2011

Game Design Rules

Description:  
Game design rules is a name I have given to a set of game design methods that provide guidelines, rules, commandments, pitfalls, axioms, etc. These rules are heuristic in nature are generally not seen as unbreakable or immutable. Rules are typically ways for game designers to share best practices or observations based on their experiences.

Use:
Generally, game design rules are best for evaluating game design in order to find flaws in the design or the designer's process.

One way to use game design rules is by using them implicitly by exploring the various set of rules that exist on-line or in game design literature.

A more rigorous approach is to use game design rules as kind of checklist, which can then be used by the game designer for quick evaluations of the game design.The checklist approach would look similar to the following: 
  1. Select a set of game design rules
  2. Review rules one-by-one
  3. As you review the rules ask yourself the following:
    1. "Does the rule apply to this game or situation?"
    2. "Does the game design break the rule?"
    3. "Why is the game design breaking the rule?"
    4. "Does the game design need to be iterated on?"
Another approach is to combine game design rules with play-testing. The rules can then be used to help create questionnaires for play-testers, and/or be used as a checklist that is used during play-testing by the game designer.

Lastly, game design rules can be created by the game designer as a form of self-reflection, and eventually added to a postmortem or a game designer's personal design notebook.

Methods:

Monday, May 23, 2011

Formal Method

Description
Formal Method is the name given to a set of techniques used in game design taken from game theory, statistical analysis, and probability analysis. The methods are used to determine game balance, player strategies, player choices, and game mechanics. 

Methods

Sunday, April 17, 2011

Play-testing

Description:
Play-testing is the name given to a set of methods that use various techniques of observation and capturing data about a player's game-play experience. Game design play-tests can be used to focus on the analysis of a game's usability, prototype, balancing, levels, etc. Most play-testing methods share a few common concepts:
  • Let the players play the game without little or no interference
  • Don't make excuses for the game
  • Collect play-test data objectively

Methods:

Saturday, March 19, 2011

Game Taxonomy

Description
Taxonomy is the name given to a set of methods that provide ways to classify games. Using this as a game design tool provides the game designer with way to categorize games, analyze games, and form a lexicon.

Methods

Friday, February 4, 2011

Concept Framework

Description:
Concept Framework is the name I have given to approaches that focus on how best to communicate a game concept and the methods that support this (e.g. guidelines, templates, presentations, or rules).

As a game design tool, a concept framework helps formulate tangible ideas, which allows others to evaluate them easier. A concept framework works best as a tool for the concept phase of the game design process, but can also be used as a way to later evaluate your design during the design and tuning phases to determine how much as changed since the original idea. Because most game development is dependent on a concept being accepted by a publisher, a developer, a producer, a development team, a commissioner, crowd sourcing, etc. it is important to be able to communicate it in the best possible way. Having a framework helps provide some standards in what and how a concept is communicated.

Use:
(1) High vs. Low
A concept framework may focus on helping the designer communicate a high-level (brief) or low-level (detailed) game concept. During the process a designer can move from high-level to low-level with any concept. The advantage of high-level concepts is that you can potentially create several in a short period of time, while low-level concepts require more time cover the details about the game development (e.g. game-play, narrative, tech issues, etc.).

(2) Pitches or Documentation
Some concept frameworks focus on documentation or presentations. In general, the guidelines provided by these approaches provide the essentials for communicating the game concept. Documentation can range from single pitch sentence to 4-5 page concept document.



 

Tuesday, December 28, 2010

Flowchart

Description:
Flowchart is the name I have chosen to use to describe the use of diagrams composed of elements (e.g. shapes, icons, images, etc.) connected by arrows to document, analyze or communicate the design of a game.

As a game design tool, a flowchart is mostly used during the design phase. Strict and complex flowcharting methods (e.g. UML) make flowcharting inflexible and less compatible with iterative and evolutionary design processes, used correctly a flowchart can be created quickly and offers a visual reference to the flow or structure of a game’s design. In general, a flowchart offers:

  • Visual documentation to the game design (e.g. game mechanics, play mechanics, game-play experience, level and mission flow.)
  • An analysis of objects and their relationships

Use:
There are several ways you may want to use a flowchart as one of your game design tools.

(1) Picking a Method (Formal vs. Informal)
The advantage of formal flowchart methods (i.e. UML) is that they are detailed and standardized thus making legible and predictable, which is ideal for in-depth analysis and documentation of a game’s design. Informal flowcharts are ideal for quick documentation and analysis, while potentially being less legible.

(2) Determine the Scope
A powerful aspect of a flowchart is that a flowchart can be used to analyze, document and communicate specific aspect of game’s design. For example, a flowchart may be limited to documenting the game mechanics, play mechanics, game architecture, vertical slice, horizontal slice, core-gameplay, etc.

(3) Analysis
When using flowcharts for analysis a game designer should look for inconsistencies and redundant relationships in the design. Something like core game-play should be flowcharted as a closed system where any dead-end should represent game over.

(4) Communication 
If trying to communicate design to visually oriented people, flowcharts offer a simple and technical way to visually communicate a game's design in motion. I recommend the use of flow charts a standard aspect of any game design document, which helps make it more legible to wider range of readers.


Flowchart in Tools for Creation / Game Design Tools / Game Design


(Links)

Structuring Key Design Elements  (Bethke 2003)

The Chemistry Of Game Design (Cook 2007)

(Literature)

The Art of Game Design: A book of lenses (Schell 2008)

Fundamentals of Game Design: 2nd Edition (Adams & Rollings 2009)

Game Design Workshop, 2nd: A Playcentric Approach to Creating Innovative Games (Fullerton et al. 2008)

Introduction to Game Development (Barry 2005)

Game Design: From Blue Sky to Green Light (Todd 2007)

Game Testing All in One (Schultz 2005)

Tuesday, October 26, 2010

Prototyping for Game Design


Description:
Prototyping is the name I use to describe a set of methods that use various means (paper & pencil, software, etc.) to model game mechanics and balance the play mechanics. As a game design tool, prototyping is best used during the design phase (or the phase where the design needs elaboration). Waiting long periods of time without a means to evaluate the game-play experience and the inability to rapidly make changes makes an iterative design process slow and cumbersome, prototyping offers the designer a way to create aspects of the game or a working model of the game.

The main characteristics of prototyping are:

  • A playable version of the game or an aspect of the game
  • A way to communicate the game mechanics and play mechanics
  • A way to evaluate (e.g. play-testing) the game-play experience
  • Allows for quick changes (iterations) to the design

Use:

(1) Methods
There are several methods a designer can choose from to prototype his/her game design. The software method is prototyping your game's design by building it with software or supporting the prototype with software. The software method can be used to prototype both digital and analog game design. The paper method uses pieces from analog games, along with craft and office supplies to build prototypes. The physical method is a kind prototype created through acting, playing, props or pretending.

(2) Time & Cost
The most significant difference between the methods is time, which for many also translates to money. Generally speaking, the software method takes the most amount of time and has the least amount of flexibility. Physical prototyping offers the greatest amount of flexibility and costs the least amount of time.


(2) Fidelity Issues
Software prototyping for digital games has an advantage of  higher fidelity to the eventual game, but when used for analog games has no fidelity. It can however be used as a method to simulate play and scenarios. Paper prototyping offers extremely high fidelity for analog games (e.g. board games, card games, etc.), but offers digital game less fidelity and requires "translation" from analog to digital. Physical prototypes often have low fidelity because the mechanics are not as explicit like in other methods.

(3) Scope
Prototyping is used to make current design ideas explicit so that they can be evaluated and easily iterated upon, which can be more effective if you define the scope before hand. The broader the scope of the prototype the longer it will take to create, and depending on the complexity of your game can also make balancing more difficult. Concepts like vertical slice, horizontal slice, core, progression, meta, individual game mechanics and play mechanics, are possible scopes for a prototype. Software prototypes tend to be best when dealing with limited scopes (e.g. core game mechanics). Pitfalls of software prototyping is that the scope is actually concerned with technology issues and not the game's design. Physical and paper prototypes can be tailored to any scope, the paper method tends to be better at formalizing the design.

(4) Communication
Prototyping is one of the best ways to communicate a game's design, because your development team can play and experience the game's design.

(5) Evaluation
Having a prototype allows the game designer to use evaluation design tools (e.g. play-testing) earlier in the development process.


Methods:

 

Saturday, October 16, 2010

Game Design Documentation

Description:
Game Design Documentation is the name I have given to written material that describes the design of a game and the methods that support this endeavor, i.e. guidelines (the does and don’t), templates (outlines and structures) or rules (what the content should contain).

As a game design tool, documentation is a way the design can become tangible (something others can evaluate), communicated, and referenced. Documentation is mostly used to support the design and tuning phases of the game design process. Design documentation (a concept borrowed from film production) is probably the first game design tool to make design tangible besides seeing the game up and running, and is sometimes seen (dangerously so) the primary contribution of game designer. Currently, there is a lot of contention concerning the use of game design documentation.

Note: Documentation concerning story, technology, and art should be considered development/project documentation 

Use:
The following are concepts that can help you use this tool effectively.

(1) Communication in Documentation

A game design document can be more than text. Documentation can also include design tools like flowcharts, mock-ups, design analyses and matrices, which can help enhance quality of documentation.

(2) Size
A game design document can be a single page or more than hundred pages (especially if you include tech, art and story documentation). One way to handle the size of a design document is to use a wiki or blog, while another approach is to create 'design chunks' where the document can be split into relevant pieces that can distributed separate from each other.

(3) The Designer's Notebook
In this approach the document is used as a reference for the designer, and is a way of keeping track of design decisions and new ideas for features. It is usually written after prototypes (physical or digital) of the game have been created. Because the notebook is the designer's responsibility and a source for directing the design it isn't a binding document and features can be cut when necessary.

Having documentation is a way to keep oneself honest, and prevents trying to implement spontaneous ideas (good or bad) that jump into one's head while game is in midst of being created (e.g. programming, standing behind the programmer, etc.).

(4) The Book of Stupid
This is the approach of creating detailed documentation before any kind of prototype or version of the game is made. Using this approach is only recommended if you are dependent on a designer who will not be around in the near future, and only then the documentation is only useful as reference. Basing all your design and development on this form of documentation is not recommended.

In the waterfall method of game development the game design document was created first. This upfront approach required the designer to try and imagine everything about the game possible in a written document. It is not surprising that they became known as bibles and tomes, as these often became the sole contributor to deciding the design and only after a game was built and played did faults in the design become apparent.

Links about Game Design Documentation
Game Design Documents in Tools for Creation / Game Design Tools

Books with information about Game Design Documentation

Sunday, June 27, 2010

Postmortem

Description:
Postmortem is the name I have given to a set of methods that encourages reflection about a game's design (and development) after the game has been completed. The methods are usually templates and/or guidelines for reflecting upon the game design and development process. A postmortem is a valuable way to document lessons learned, and while it does not influence the game design it is based on it can offer the chance to influence future designs.

Use:
Postmortems are meant to gather reflections, and therefore typically ask:

-    What went wrong?
-    What went right?
-    What can we learn from the experience?


Making a postmortem template allows you to create well structured report without all the effort of starting from scratch. While finding a good set of guidelines to creating a postmortem can make the information in the postmortem that much sharper.

Making a postmortem accessible for future projects may require different approaches to formulating the report. For example, in place of a written report, a list of lessons learned may be more accessible as reference material for future designs.


Literature:
Game Architecture and Design: Learn the Best Practices for Game Design and Programming

Monday, May 17, 2010

Concept Documentation

Description:
Concept documentation is the name given to a set of methods that support the written documentation and structure of a game concept. 

Methods:

Saturday, May 15, 2010

Visualizations

Description: 
Visualization is the term I use to describeillustrations, collages, sketches or images used to communicate game design (note: not narrative or visual style), and also includes any templates or guidelines used help create them.

As a game design tool, visualization is used to create tangible design (something others can evaluate), which allows the designer to communicate more intuitively or providing a visual reference to design ideas . These techniques are derived from other creative fields (i.e. animation, film, new media, graphic design, etc.) and have been adapted to game design. Visualization is usually used to support the design and tuning phases of game design process. Visualization can be used  as an addition to other game design tools (i.e. game design documentation), or offer an alternative tool for designers that are more visually oriented. Several visualization methods have been criticized as being techniques derived from linear and static media, and are thought to be unsuitable for describing game mechanics and play mechanics. A typical pitfall in using this tool is emphasis on narrative and visual style, while failing to describe the essential game design elements.


Use:
(1) Visual vs. Textual
It is a question of knowing who will be the audience (e.g. the development team) of the text or visuals. Some audiences will demand in-depth description that visuals do not typically achieve, while other audiences will praise the use of visuals as being simple and to the point. A good combination between text and visualization is probably the best way of solving the issue.

(2) Visually Oriented Game Designers
Using visualization techniques to communicate game design can be an alternative for game designers that are more visually oriented and allergic to writing. Visualization can communicate intuitively and implicitly, where written language cannot. To accomplish this the designer needs to be able separate game design and game art issues.

(3) Mood Board-Collage
The mood board-collage is typically used for determining the game art direction. Used for game design it can be used as way to provide an impression of the game play-experience.

(4) Diagram Mock-up
The diagram mock-up is usually a kind of screen shot combined with call-outs and other diagram elements to describe how things move and interact during game-play.

(5) Storyboard
The storyboard which is more often associated with explaining narrative, can also be used to explain the game's design by providing a walk-through of the game mechanics.



    Links about visualization
    Visualization in Tools for Creation / Game Design Tools / Game Design


    Books with information about visualization

    Sunday, May 9, 2010

    Patterns for Game Design

    Description:
    Game design patterns are a collection and description of recurring game mechanics, (rules & systems), play mechanics (interaction, flow & feel), game types (competition, cooperation, etc.), technical forms (side scrolling, top down, board games, cards, etc.) and game-play experience (eye-hand coordination, puzzling, etc.). Game design patterns are derived from observation of other games and can be used in many ways (i.e. analysis, inspiration, reference or a lexicon).


    Use:
    As reference- As we play more and more games, patterns become a way for the game designers to categorize recurring design choices in games. Using these patterns as reference allows the game designer to inform his own design choices. For example, a game designer that is making a FPS would want to understand the basics of all the patterns that are typical to the genre.

    As inspiration-

    As analysis-

    As a lexicon-

    Pattern Templates
    •  A collection of descriptions describing common design considerations (e.g. characters, points, health, lives rock-paper-scissor, etc.)
    • Descriptions range from informal and anecdotal to structured with templates.  

    Methods:







    (Links)
    Artificial Stupidity: Top 12 Enemy Movement Patterns
    Gameplay design patterns collection
    The Fundamentals of Game Design (Raph Kostner)
    300 Hundred Mechanics 
    20 Underused Game Mechanics
    Formal Abstract Design Tools (Doug Church) 
    The Case For Game Design Patterns (Bernd Kreimeier) 
    Patterns and Computer Game Design Innovation (Kevin McGee) 
    SCVNGER's Playdeck w/ Gravity 7s Comments 
    20 Underused Game Mechanics
    5 Creepy Ways Video Games Are Trying to Get You Addicted
    Game Theory Dictionary
    SCVNGR’s Playdeck
    Shinji Mikami On Mechanics
    Strategic Synergy's: Game Mechanics
    Top 10 Research Findings 2008, 2007, 2006
    How to Use Game Mechanics to Improve Your SEO
    A Theory of Board Game Design: Definitions of Terms 
    Game mechanics for thinking users 
    Learning from game design: 11 gambits for influencing user behaviour
    Putting the Fun in Functional

    Literature:
     The Video Game Theory Reader 2
    Patterns in Game Design (Game Development Series)
    21st Century Game Design (Charles River Media Game Development)
    Rules of Play: Game Design Fundamentals
    Game Architecture and Design: Learn the Best Practices for Game Design and Programming
    Game Design: A Practical Approach (Game Development Series)
    Chris Crawford on Game Design
    Game Development Essentials: Gameplay Mechanics
    Half-Real: Video Games between Real Rules and Fictional Worlds

    Wednesday, March 3, 2010

    Game Design Process

    Tool:
    Game Design Process is a term used for a set of techniques that represent recursive attitudes, ideology, approaches and strategies towards game design. The game designer commonly uses this tool to direct focus of the design or create a starting point for the design. The basic precepts include:
    • Describes an underlining principle or paradigm that influences the design


    Methods:
    Player-centric
    Zen Game Design
    Game-play Driven
    Genre Driven

    Sources:
    (Michael 2003) (Dunniway & Novak 2008) (Bateman & Boon 2005) (O’Luanaigh 2005) (Bates 2004] (Rouse 2005) (Adams & Rollings 2006) (Fullerton et al. 2008) (Salen & Zimmerman 2003)
    (Bates 2004) (Dunniway & Novak 2008)

    Friday, September 11, 2009

    Player Models

    Description:
    Player models is a term given to a set of game design tools that describe game mechanics, play mechanics and/or play experience categorize by player type.  A common use of this tool helps the game designer to form generalities about the intended player and use these in both determining the game concept and game design.  The basic precepts include:
    • A list or visual model of player types
    • The model creates a link between a preferred gameplay and a player category
    Methods:

    Associative Generation

    Description:
    Associative Generation is the name given to a set of methods that use association to inspire ideas for game concepts. A common approach uses isolated ideas, words or images that are combined by the user(s) to create associations and eventually new ideas. The basic precepts of this tool are:
    • Gathering Materials Suitable for Creating Association
    • Create Links Between Sources
    • Record the Links and Ideas

    Methods:

    (Literature) 
    Introduction to Game Development, Second Edition 
    Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games (Gama Network Series)
    Game Design: A Practical Approach (Charles River Media Game Development)
    Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer

    Game Design Tool List

    BRAINSTORMING

    GENERATIVE RESEARCH  

    ASSOCIATIVE GENERATION

    PLAYER MODELS

    PROCESS APPROACH

    VISUALIZATIONS

    CONCEPT DOCUMENTATION

    CONCEPT FRAMEWORK 

    CONCEPT SELECTION 

    TAXONOMY

    FLOWCHART

    STORYBOARD

    GAME DESIGN DOCUMENTATION

    GAME DESIGN HEURISTICS

    GAME DESIGN CRITICISM

    PLAY-TESTING

    DESIGN PROTOTYPING

    GAME DESIGN PATTERNS

    METRICS

    FORMAL METHODS

    POST-MORTEM

    MAPPING

    Generative Research

    Description
    Generative Research is the name given to a set of methods meant to inspire ideas for a game concept.
    The game design tool implies that a game designer should look for and discover “ideas” through research. The most common approaches use games, books, film, music, interviews, and new experiences as reference material for game design. The basic precepts of this tool are:
    • Gather Research Materials
    • Informs, Formulates and Inspires Ideas or Design Solutions Based on  the Research 
    Methods:
    (Link)
    Formative Research as Game Design
    Game Design Research, ala Avellone
    (Literature)
    Game Design: A Practical Approach (Schuytema 2006)
    Game Design Workshop, 2nd: A Playcentric Approach to Creating Innovative Games (Fullerton et al. 2008)
    Game Design: Principles, Practice, and Techniques - The Ultimate Guide for the Aspiring Game Designer (Thompson et al. 2007)
    Game Architecture and Design: A New Edition (Rollings & Morris 2003)
    The Ultimate Guide to Video Game Writing and Design (Dille & Platten 2008)
    Game Design Complete (O’Luanaigh 2005)
    Chris Crawford on Game Design (Crawford 2003) 
    Design Research: Methods and Perspectives (Laurel 2003)

    Brainstorming

    Description:
    Brainstorming is the name I have chosen to use to describe techniques aimed at generating new ideas (e.g. game concepts, features, game mechanics, play mechanics, etc.) or solving design problems (e.g. imbalances, loopholes, control schemes, etc.) through spontaneity. As a game design tool, brainstorming is not isolated to the beginning of the game design process but recurs throughout the entire process. While these techniques can sometimes seem a waste of time and non-organic, their primary advantage comes from structuring ideation and problem-solving (in a group or alone), which can save a game designer(s) a lot of time and energy. In general, brainstorming is meant to:
    ·       Escape old convictions and assumptions.
    ·       Find new and unique solutions.

    Use:
    To use brainstorming effectively, there are several questions that you should ask yourself  before using it as a tool.

    (1) How innovative do the results need to be?
    If not a game designer can better use a different set of design tools (i.e. generative research, patterns, game taxonomy, etc.).

    Is the brainstorm about new ideas or solutions to problems? 
    If the brainstorming is about new ideas then the techniques chosen should allow for a blue sky approach to creating the new ideas. If however brainstorming is aimed at solving design problems, then it may be best to look for elegant solutions (a solutions that uses existing design choices or implementations) rather than completely new solutions. Elegant solutions are especially important in the tuning phase of game design. 

    (2) For example you may want to use brainstorming to create ideas for:
    ·       Game Concepts
    ·       Game Mechanics
    ·       Play Mechanics
    ·       Game-play experience
    ·       Game Features (i.e. units, weapons, power-ups, etc.)

    And if you are also responsible for other game related tasks:
    ·       Storylines
    ·       Theme
    ·       Etc.

    On the other hand you may wish to use brainstorming for:
    ·       Fixing game-play issues discovered through tools such as play-testing, game design rules and patterns.
    ·       Balancing the game and play mechanics

    (3) How much time do you have for coming up with an idea or solution?
    Determining this will help you choose a brainstorming technique. For example, group brainstorms can be more time consuming to organize, and more elaborate techniques may be over kill in some circumstances.

    Generally speaking brainstorming is easy to scale to an individual or groups, made formal or informal, be structured or unstructured. And is characterized by the following basic precepts:
    • Stating the purpose
    • No Criticism
    • Sessions with Time Constraints
    • Quantity over quality
    • Keep a record of ideas
    Brainstorming methods usually include new rules to the basic precepts, processes, role-playing, or ways keep ideas recorded.

    Links
      Brainstorming in Game Design Tools / Game Design / Micah Hrehovcsik (mmhrehovcsik)

    Literature