• No results found

Finding the Fun: Game Prototyping Principles

N/A
N/A
Protected

Academic year: 2021

Share "Finding the Fun: Game Prototyping Principles"

Copied!
11
0
0

Loading.... (view fulltext now)

Full text

(1)

Finding the Fun:

Game Prototyping Principles

Shay Pierce

Programmer for NewToy, Inc. Zynga With Friends

Dictator-For-Life of Deep Plaid Games

(http://DeepPlaid.com)

(NewToy announced its acquisition by Zynga the day I gave this talk)

(2)

Who is this so-called dude?

Game programmer with 7+ years’ professional experience

Midway Austin, Blizzard, SOE Austin

Currently a full-time contractor on Words With Friends for NewToy “Zynga With Friends”

Game designer

Principal developer of a Flash prototype for

still-unannounced game title at Blizzard!

I left Blizzard when the prototype phase was done, primarily due to the fact that AUSTIN IS SO AWESOME WHOO!

(3)

Principle #1

A prototype’s sole purpose is to

answer a question

in your design

with minimal time/effort.

It still happens that

major AAA game projects go into production with large questions left unanswered (like “will it be fun?”). This should be criminal!

Read about The Sims, they

pioneered this: they had a game design with many things that had never been done before; they made a prototype for each unknown, to great success.

(4)

Principle #2

“Failure” can mean success

The prototype was made to answer a question. If it

fails

to be fun, that means it

succeeded

in answering the question: “Is it fun? The answer is

no

!”

The prototype’s real purpose is to save time going down the wrong road. Go down as many wrong roads as possible, as quickly as possible - fail quickly and fail often - so that you find the right way through.

PopCap throws away 80% of their game prototypes. Hopefully your stakeholders see it this way too!

Angry Birds isn’t here to say it’s un-fun, it’s here because the blue bird represent making MANY small prototypes and seeing what sticks! This is one way to do things - another is to make one big

prototype that is flexible enough to try different things with.

(5)

Principle #3

Never prototype what your team and stakeholders can

already

imagine

(if you can avoid it).

Corollary: The better the imaginations of your team and stakeholders, the less you need to

prototype!

Your prototype should look like this

<---Not this -->

...You can’t imagine what Braid plays like without playing it, but you CAN imagine good graphics!

Keep a “lean and mean” mindset, don’t spend time polishing things that are peripheral to the prototype’s real focus

(6)

Principle #4

Your prototyping team should be as

agile

as possible -

iterate quickly.

Corollary: Your prototyping team should be as small as possible.

Corollaries: Use the technology your team can iterate in most quickly; err in favor of low-tech.

If this is your last game’s engine,

great. If this is paper, great. A lot of games made in 3D can be prototyped in 2D. A lot of games (or systems) can be prototyped with

paper and cards. Think about your MINIMUM needs.

Less people means less communication overhead

(7)

Principle #5

If your prototype’s goal is to “find the fun”, expect that

the

target will move

.

Your prototype should be built to “pivot” at least twice.

Game designers change their minds... and rightly so,

because fun is elusive. Fun is almost always DISCOVERED from

experimentation, not created from someone’s epiphany.

(8)

Principle #6

Your prototyping

code

shouldn’t be any more

well-engineered than it needs to be...

Or any less! :)

Neither of these extremes is necessarily the right solution. Overengineering a prototype is definitely wrong, but taking the time to do some parts right can save time later when changes need to be made.

(9)

Principle #7

When asking “To Hack Or Not To Hack?”: Think of the

right

way,

then look for the

80/20 solution

.

The enemies in the Flixel demo game “mode” don’t use proper pathfinding, they head

straight towards the player and veer left/right

periodically. 80% of the value for 20% of the effort!

Also, remember: If “Correct Solution” (A) takes 12x as long as “Hack Solution” (B), you should do B? Not if B is 10 minutes and A is 2 hours! Consider doing A, it’s only 2 hours and may save tons of time later! This is why you want a technology you can move quickly in. Have a mindset of

finding the stupidest (and therefore

fastest) way of doing something, and doing it that way first... while making it

extensible to extend it in smarter ways later.

(10)

Technology Links

PAPER! [Go to Michael’s!]

2D: Processing.js [http://processingjs.org/]

2D: Flash [http://adobe.com]

2D: Flixel [http://flixel.org]

3D: Papervision [http://papervision3d.org]

3D: DarkBasic [http://thegamecreators.com]

3D: Unity [http://unity3d.com]

I highly recommend Flixel, a 2D tile-based engine for making Flash games; all its technology can be acquired for free.

Even for non-tile-based solutions, Flash is great. AS3 is a simple language with many advanced features.

Processing is tailor-made for making cool visual interactive things as quickly and in as few lines of code as possible... in JavaScript, another simple/flexible language.

If you absolutely need 3D, consider Papervision, also based on AS3/Flash. I haven’t used DarkBasic but I’ve heard good things. Anyone can learn BASIC. I’ve poked around in Unity and been impressed. Again, lets you use

(11)

Go forth and make awesome

game prototypes!

Annotated slides downloadable at my site,

http://DeepPlaid.com

References

Related documents

Since the average annual hours worked in the four major European countries is, on average, 76% of that in the U.S., the quantitative result obtained here suggests that different

Winfrey because he also for her career niche then all about motherhood, his job search help send oprah a letter confirmed to their audience members of her at omaze and encourages

Address for correspondence: [email protected] The interaction between the white grub larvae, Polyphylla adspersa Motschulsky (Col., Melolonthidae) and

The Digital Privacy and Security Statement made by the Global Commission on Internet Governance (2015) was scrutinized with a cosmopolitan focus in order to prove its

Office holders are reminded that costs properly incurred by the debtor (with the approval of the office holder) in connection with a PPI mis-selling claim which

We have basically the Franciscans, friars who rule over the most important religious destination in Padova, the Saint Anthony Basilica, which is also territory of

This research took advantage of long-term data from intensive watershed study sites that exhibit climatic conditions (temperature, precipitation) spanning the expected range of

I find that takeup of area yield crop insurance in the US, where payouts are based on average county yields, are higher when county yields are higher (advantageous selection).. I