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Game Design Gameplay Design Workshop Petri Lankoski aalto.fi
Getting Credits Return documentation of each game (a PDF document) Names of group members Complete set of rules All what is needed to play (e.g., cards, board) Postmortem 3 to 5 things that went right 3 to 5 things that went wrong Attending lectures 6 lectures on Wed 13 to 15 starting on 15.9. Lecture diary containing reflections from 4 lectures Deadline for the both: Fri 12.11.
Grading Game design are graded Completeness and quality of rules Board design and card design Not graphical quality Lecture diary influence grades (-1,, 0, +1) Missed deadline reduces the grade (-1 per week) Unless new deadline is agreed beforehand
Learning Diary Short essay style reflections of the contents of a lecture Can be critical or complementary You can use references to other sources to expand or criticize the lecture Explain why you selected the topics of the lecture Should include a page that  Evaluate the lectures as whole Evaluate ones own learning Learning diary is not a summary of lecture
Further Reading Brathwaite, B. & Schrieber, I. (2008). Challenges for Game Designers. Course Technology. Available at Ebrary (http://site.ebrary.com/lib/aalto/)
Sep 8 Agenda Presentation of yesterday's assignments Chance and Skill Design Exercise, Chance and Skill Presenting the exercise Design Exercise, Chance and Skill
Chance and Skill Skill-based games Chess,  Chance-based games Roulette Chance- and skill-based games Blackjack, Bridge, Settlers of Catan, Risk Chance increase variation
Using Change Dice 4, 6, 8, 10, 12, 20, 30, 100 sides With a single die, each side have equal probability 2d6 creates bell-curve (skew toward 7) Each die roll is independent from previous dice rolls Further reading: TorbenMogensen: Dice-Rolling Mechanisms in RPGs, http://www.darkshire.net/jhkim/rpg/systemdesign/torben_rpg_dice.pdf
6 Sided Dice Behavior Figure: Weisstein, http://mathworld.wolfram.com/Dice.html
Using Chance Cards Imperfect information Different dynamics depending on how many cards are dealt and when the deck is reshuffled  Blackjack – Bridge – Magic the Gathering – Carcassonne Each card drawn  influence to the probabilities of remaining cards Reshuffling the deck after each draw makes deck behaving like die
Using Chance… Pseudo-random numbers Computers can simulate dice and card shuffling Typically sufficiently random, but NOT always You can test the generator by producing, e.g., 1000 events Is the distribution of the events sufficiently correct?  Hidden information Choices based on hidden information are pseudo-random
Design Exercise: Tic-Tac-Toe with Luck Modify Tic-Tac-Toe to add randomness to the game
Design Exercise: The Alien in the Desert The game must use Tiles similar to Carcassonne or Catan Fog of War Match with the name

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Gameplay Design Workshop 1/3

  • 1. Game Design Gameplay Design Workshop Petri Lankoski aalto.fi
  • 2. Getting Credits Return documentation of each game (a PDF document) Names of group members Complete set of rules All what is needed to play (e.g., cards, board) Postmortem 3 to 5 things that went right 3 to 5 things that went wrong Attending lectures 6 lectures on Wed 13 to 15 starting on 15.9. Lecture diary containing reflections from 4 lectures Deadline for the both: Fri 12.11.
  • 3. Grading Game design are graded Completeness and quality of rules Board design and card design Not graphical quality Lecture diary influence grades (-1,, 0, +1) Missed deadline reduces the grade (-1 per week) Unless new deadline is agreed beforehand
  • 4. Learning Diary Short essay style reflections of the contents of a lecture Can be critical or complementary You can use references to other sources to expand or criticize the lecture Explain why you selected the topics of the lecture Should include a page that Evaluate the lectures as whole Evaluate ones own learning Learning diary is not a summary of lecture
  • 5. Further Reading Brathwaite, B. & Schrieber, I. (2008). Challenges for Game Designers. Course Technology. Available at Ebrary (http://site.ebrary.com/lib/aalto/)
  • 6. Sep 8 Agenda Presentation of yesterday's assignments Chance and Skill Design Exercise, Chance and Skill Presenting the exercise Design Exercise, Chance and Skill
  • 7. Chance and Skill Skill-based games Chess, Chance-based games Roulette Chance- and skill-based games Blackjack, Bridge, Settlers of Catan, Risk Chance increase variation
  • 8. Using Change Dice 4, 6, 8, 10, 12, 20, 30, 100 sides With a single die, each side have equal probability 2d6 creates bell-curve (skew toward 7) Each die roll is independent from previous dice rolls Further reading: TorbenMogensen: Dice-Rolling Mechanisms in RPGs, http://www.darkshire.net/jhkim/rpg/systemdesign/torben_rpg_dice.pdf
  • 9. 6 Sided Dice Behavior Figure: Weisstein, http://mathworld.wolfram.com/Dice.html
  • 10. Using Chance Cards Imperfect information Different dynamics depending on how many cards are dealt and when the deck is reshuffled Blackjack – Bridge – Magic the Gathering – Carcassonne Each card drawn influence to the probabilities of remaining cards Reshuffling the deck after each draw makes deck behaving like die
  • 11. Using Chance… Pseudo-random numbers Computers can simulate dice and card shuffling Typically sufficiently random, but NOT always You can test the generator by producing, e.g., 1000 events Is the distribution of the events sufficiently correct? Hidden information Choices based on hidden information are pseudo-random
  • 12. Design Exercise: Tic-Tac-Toe with Luck Modify Tic-Tac-Toe to add randomness to the game
  • 13. Design Exercise: The Alien in the Desert The game must use Tiles similar to Carcassonne or Catan Fog of War Match with the name