Talk Title: Rules of the Game: Five Tricks of Highly Effective Designers
- Joaquin De Losada
- Jul 1
- 2 min read
Effective talk: Tricks for design
Year of Talk: 2015
It's important to remember that many design rules people make can be highly personal. Changes over time and how each person sees and enjoys them.
Start off with other designers' rules, but can adapt them to better suit your mindset.
By designing a game not only around character emotions but also affecting the players' emotions, it can help connect with the player on a deeper level.
Having more money in an MMO or a branching storyline.
The best way of doing so is by determining how the system affects human needs, interactions, and rewards.
Needs include: Relationship, Skill, Progress, Escapism, and others.
Interactions include: NPCs, Enemies, and Other Players.
Rewards include: Mission Advances, Story Advances, Expertise.
When designing a system, it might be best to find how you can implement features from each section to help make the connection to the player.
Going over games/media you don't normally enjoy and trying to analyze what makes it good. Or why other people enjoy it.
This allows you to consider more unique perspectives and how to incorporate designs you previously hadn't considered.
Might even give you unique game ideas.
It's important to understand the psychology of players. For example, it was noted by some directors/analysts that the average person can only have 5-9 objects in their current memory.
The 5-9 objects get subdivided into 3 groups, which the player will remember while doing various tasks.
This is useful when deciding UI placement. Dividing button options between gameplay and settings, or groupings of setting information.
By taking this into account, the attack patterns for enemies and allies can be set to numbers divisible by 3 so that players can time their actions with the enemies better.
Adding quirky or unique things that will make people want to talk about the game.
The quirky feature might make them want to share a video or photo or just talk about it with friends, but it will give you word of mouth.
Though it's important to take note of scope creep. The development team might try to add too many quirky things and greatly bloat development time.
When designing your game, it's extremely hard to properly analyze it and evaluate the game. As you already have an idea of how everything is meant to work together.
The only real solution is to have a lot of playtesting done by other parts of the company and people.
Make sure not to pay attention to the problems and solutions that playtesters give. Understand the root problem that is occurring.
There can be a lot of reasons why the players might be feeling that something is happening and not realize it, because of poor planning or missing information.
Problems encountered by playtesters might mean that the team finds unintended ways that they can go towards or away from their intended design goals.
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