Professional Resume Template for Software Developers
Natural Game Design: How to Birth Games Without Cloning
1. Natural Game Design
Creating Games
Without Cloning
Greg Costikyan
gcostikyan@bossfightentertainment.
com
Casual Connect 2015
2. As Markets Mature, They Become
More Conservative
Financial
Risk….
Design
Risk….
3. But Cloning is a Mug's Game
• Market Leader Has Great Data
• They've Tuned Their Game Carefully
• They Have a High LTV
• You are Competing for the Same Players
• Your Customer Acquisition Costs: Sky-High
4. Genre
•“Genre is the name we give to one hit game
and its imitators.”
•– Dan Scherlis
7. Our Usual Methods Don't Innovate
•As designers we:
• Tweak numbers in spreadsheets
• Document stuff
• Iteratively Refine.
•...none of this will get us there.
9. 1. Agile Design
•We pretend to be agile, but…
• Set budgets.
• Set time frame.
• Develop to spec.
•Actually, it's waterfall, with a bit of agile
frosting.
10. Stage 1: Find a Novel Core
Mechanic
Dream up a
Core Mechanic
Prototype and
test
Is it fun yet?On to Stage 2!
Does it have
potential?Yes N
o
Yes
N
o
11. Stage 2: Is the Possibility Space
Big Enough?
Build more stuff
Test
(with users!)
Are we
convinced?
On to Stage 3!
Does it have
potential?Yes N
o
Yes
N
o
Start Over
12. Stage 3: Scale Up
Staff Up
Planning &
Preproduction
Build this
Game!
13. Basic Rules
• Tiny team at start.
• Stages 1 & 2 take as long as they take.
• Don't be afraid to throw away work.
• Gear up only when you've found the fun.
15. Pros & Cons
• Likely to work best for mechanically simple
games.
• Casual, ahem.
• No guarantee of success.
• But then… nothing guarantees success
16. 2. Recombinant Game Design
Patterns
•“...patterns are simply conventions for
describing and documenting recurring design
decisions within a given context, be it game
design or software engineering.”
•– Bernd Kreimeier
17. Game Design Patterns?
• Essentially, mechanics or
collections of
mechanics/UI/
visual expression.
• Staffan Björk & Jussi
• Holopainen
Jussi was my boss at
Nokia.
18. Games in a Genre
• Vary in theme and detail, of course, but
• ALL adopt the same game play patterns.
• With almost never any deviation.
19. Real-Time Strategy Patterns
• Fog of war
• Resource gathering
• Building & unit construction
• Two or more races/civs/whatever with
asymmetric capabilities and differing dominant
strategies
• Early game build up/end game battle
• Speed & interface mastery key to victory
20. Innovate by….
• Taking play patterns that haven't been used
together before and…
• Figuring out how to put them together in a way
that feels fun.
22. Portal
Quake + weird physics + puzzles
=
• It's an FPS
• Where you don't kill things.
• Instead it's all nav puzzles...
• With bizarro-word physics
• FPS, physics, puzzles:
• All well-understood play
• patterns.
• Never seen together before.
24. Pros & Cons
• You're starting with proven mechanics.
• We know they work in some context
• But not everything works with everything else.
• Less whole-cloth innovation than agile design
• … but maybe better suited to more complex
• games (ahem, midcore).
My current game is a mid-core build & battle game that
replaces
25. 3. Trope Inversion
• Take one aspect of a genre that everyone
knows is core and essential to the form.
• Do exactly the opposite.
• Defy the common wisdom.
26. “Player cooperation is essential in
tabletop roleplaying.”
Paranoia: A light-hearted game of terror,
death, bureaucracies, mad scientists,
mutants, dangerous weapons, and
insane
robots, which encourages players to lie
to, chat, and backstab each other at
every turn.
– 2
nd
edition backcover copy
Maybe not.
27. “Permadeath in an MMO is Always
Bad.”
• Die? Start over from level 1,
• buster.
• The game ends. MMOs
• never do that! And then –
• it resets.
Guess not.
28. Pros & Cons
• It's so simple!
• And you're leaving everything else
unchanged, pretty much, and you know this
play pattern works.
• But…. Conventional wisdom exists for a
reason.
• You may utterly fail.
29. Get Out of Your Rut
• Yes, making games is hard (even without
innovation)
• Yes, being innovative is hard.
• But it's not THAT hard
• And there are proven ways to do it.
• No more excuses, please. Just do it.
30. That's Three Ways to Innovate
•I'm sure there are more.
•“There are four and twenty ways
• Of writing tribal lays
• And every single one of them is right.”
• – Rudyard Kipling
31. Sadly, you may never get the
chance..
Financial
Risk….
Design
Risk….
Game designers and suits are class enemies, I fear.