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40 ways to be a better (game) designerJune 26th, 2006 |
I’m always looking for ways to become a better game designer. I frequently think I am no good at it, after all. (Just ask in random forums such as Blue’s News or the Fires of Heaven guild forums). So it’s with interest that I read articles like 50 ways to become a better designer.
Much of the list isn’t directly applicable, but some of it is, and it inspires a list of my own, centered around games. Not exhaustive, and probably not even accurate, but stuff I have often helped myself with. Many are cribbed and adapted.
- Blue squares
Prototype with abstracted graphics or stolen graphics. Or pen and paper, cards, and dice. Art enhances, multiplies, improves. It does not replace missing fun. If you can get to something fun with minimal presentation, it will get more fun with good presentation. - Metaphors
Deciding what your game is “about” can help you cut out the extraneous stuff. Think about simpler games, board games, if it helps you cut to the quick. “A bidding game.” “A territory game.” “A timing game.” - Compartmentalize
If you’re working on a big game, perceiving your big game as actually being a collection of smaller games that share a setting can help a lot. Excessive interdependence between systems makes a game really hard to balance anyway. - Summarize
You should be able to pull out key verbs and phrases from your game design concept, and boil down the idea. If you can’t do this, somewhere you’ve gone awry. - Brand
The best game is going to have a marriage of theme, mechanic, and presentation. This is what makes a brand strong. Don’t look down on the exercise of branding. - Long meetings suck
Particularly creative meetings, where you want people to leave energized, not tired and cynical. Long meetings trend to groupthink and overcomplication. Keep design meetings tight and relatively brief. - Use a sketchbook
Sketches are an extremely powerful tool for game design. So much information about game state is conveyed via the screen or board that doing quick sketches of user experience early is critical. Draw a quick pic of what the player will see and do. Doodle logos in the margins. - Don’t design in the code/with the pieces
Design on a bike, riding down the street. Or in the shower. Or on a canoe. Design somewhere else. Worry less about what you might lose because you cannot write it down, than about keeping the core essence of what excited you. A change of scenery drives creativity. - Talk and listen
Fresh ideas colliding, or even old ideas colliding in unpredictable ways, is where creativity comes from. You get these new things to rub together by listening. You trade by giving ideas of your own. Ideas are cheap, don’t hoard them. - Every snowflake is different
If you assign twelve people to create “a space-based game about intergalactic trading” you will get twelve different games — it doesn’t matter how specific the idea is. - Assets
Think about assets early; doing the exercise of calculating how many sounds, graphics, and so on you’ll need for each given game or system is often eye-opening. - Steal and borrow
Mechanics are not sacred. They are tools towards an eventual game. If open draw card piles is a useful mechanic, use it even though you have seen it in other games. Nobody but you cares if you are sick of the health bar. - Playtest early and often
If your first control mechanic is briefly entertaining even before you have a game, great. If not, worry. If it’s entertaining to lay out the pieces on the board even before the rules are settled, cool. If not, worry. - Different players play differently
Don’t playtest with only the same old group of people. Mix it up. - Shut up
Don’t say anything when watching someone else play. Just watch and note down all the stupid things they are doing because you were stupid and didn’t make the right thing to do really obvious. - Play
You don’t have to finish the games people are talking about. But you do need to try them. Ten minutes is often enough, but through the first boss is better. - KISS
If you have a lot of systems, make each one simple with simple data. If you have one simple system, spend on the data. - Algorithms, not static data
The best games have an algorithmic style of variation, where gameplay emerges out of the possible permutations; this is as opposed to games which rely on a supply of static puzzles you supply. Shoot for the former — you may not make it (which is fine) but you’ll probably be forced to be cleverer. - Save everything
The sketches, the early draft docs, the old prototypes, the boardgame version, the alternate ruleset. You never know when you will need it. - Don’t marry any art
Once the game is fun, try out an art style on it. Then try another. And another. - Don’t use lossy data
Photoshop layers are your friend. High res is your friend. The link to the website with the free textures. The screencap you cut up. Save the originals! - Have an editor
Someone who can tell you when you are full of crap even though they are a fan. - Comment
Six months later, you won’t remember why the magic number is 37.5. Put a comment in the code and explain the logic in a design doc. - Giant design docs are useless
They are usually overelaborated piles of daydreams that nobody will actually implement. A bulleted list of specifics is far more fruitful. - Back to the beginning
Every milestone you hit, go back and compare against your original vision, your original theme, and your original goals. It’s OK to say you want to change them because you really do want to change them; it’s not OK to say you want to change them because you drifted off without realizing it. - Know when to stop
It’s easy to spoil something by adding too much. One more mechanic, one more axis of variables, even an extra row on the game board, and it might all break apart. - Eat your own dog food
Play your own game. If you find yourself playing it for enjoyment, you are onto something. - Learn abstraction
Learn to see the underlying mathematics of your design, rather than the dressing. See the projection of force, the spheres of influence, the hidden slot machine and the number of keystrokes per second. You will understand the actual play much more deeply. - Learn art. And coding. And marketing.
The more you understand what other disciplines bring to the table, the better you will design. You don’t need to master these — just acquire some degree of basic competence. - Don’t argue with players
They are always right about their experience. Telling them that it isn’t actually that way is a waste of time. The question is why they think it is that way. - Be frivolous
Frivolous bits that are there just because they are cool are often what puts a game over the top, making the player feel the enjoymentand passion that went into something. - Tell a story
A prospective player or a prospective funder — either way, you need to sell them on the game, and the way to do that is with a story. - Limitations are good
A lot of creativity comes from working within limits. If you’re stumped, try giving yourself some more limits and see what pops out. - Let go
Once it’s out there, it’s not yours. Abandon all notions about how it “should” be played. - Do the work
A lot more people talk about making games than actually make games. Anyone can make a game with some cut up paper and a few crayons. Whatever excuses you are making for yourself are bad ones. You just put one foot in front of the other until you cross the finish line. And once you make one, make another. And another. Keep doing it. - Don’t settle
It’s all too easy to be tired and frustrated and accede to something dumb and lower your standards. The impact can be truly massive on the final product. It’s one thing to compromise: compromise is inevitable and will often improve the product. Settling, however, is frequently fatal. - See out of player eyes
When you work on a system, picture the movements the player makes. Envision the path they take. Practice the sequence of actions to reach a goal. Visualize the route they take to reach that goal. See from the player’s point of view, not from the point of view of “it should take 30 kills to reach the next level.” You design for them, not you. - Reward
When a player does something right, give them a reward cue. A splash of light, a cheerful sound, a bit of feedback that sticks out. - Use the list
Check against the list of key pieces required for fun: preparation for a challenge mattering, territory/environment mattering, choices in how to solve a problem, variations in the nature of the challenge, risk to loss, skill in execution, no bottom-feeding, and multiple possible success states. You may have your own list, but this is the one that has worked for me. - Eliminate marking time
Anything you do in the game “because you have to do it” should be cut or at the very least get a seriously hard look. Tedium is the enemy of fun.
Do I always follow these? No, but I usually regret it afterwards. There are probably some that you do instinctively and never have a problem with. There are some you probably have a weakness for.

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成为更优秀的游戏设计师的40种方法(上) 前言 由于篇幅甚大,因此译者分为两部分,不便之处还请读者见谅。 本文源自Raph Koster的一篇文章,出处在于http://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/#more-552
[...] Comments [...]
[...] Blue squares Prototype with abstracted graphics or stolen graphics. Or pen and paper, cards, and dice. Art enhances, multiplies, improves. It does not replace missing fun. If you can get to something fun with minimal presentation, it will get more fun with good presentation. Metaphors Deciding what your game is about can help you cut out the extraneous stuff. Think about simpler games, board games, if it helps you cut to the quick. A bidding game. A territory game. A timing game. Compartmentalize If youre working on a big game, perceiving your big game as actually being a collection of smaller games that share a setting can help a lot. Excessive interdependence between systems makes a game really hard to balance anyway. Link: 40 ways to be a better (game) designer 150)?150:this.scrollHeight)”> __________________ The tools suck! — Raph Koster [...]
[...] the always good raph koster game design blog.he also mentions http://www.computerarts.co.uk/in_depth/features/50_ways_to_become_a_better_designerQuoteIm always looking for ways to become a better game designer. I frequently think I am no good at it, after all. (Just ask in random forums such as Blues News or the Fires of Heaven guild forums). So its with interest that I read articles like 50 ways to become a better designer.Much of the list isnt directly applicable, but some of it is, and it inspires a list of my own, centered around games. Not exhaustive, and probably not even accurate, but stuff I have often helped myself with. Many are cribbed and adapted.http://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/#more-552 [...]
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[...] Jare me ha mandado este link sobre 40 formas de ser mejor diseñador de juegos (en ingles), en el blog de Raph Koster.Es una lista interesante, que incluye aspectos como abstracción, playtesting, reuniones, documentos de diseño y robar (buenas) ideas, entre otros. [...]
a list of ways to be a better game designer.
[...] [Tags|design, game, learning, raph koster]Raph Koster wrote up 40 ways to be a better (game) designer.I don’t disagree with a single one, and as a small list of “best practices” it’s pretty good. Some of it’s a bit fluffy, and almost all of it a bit haphazardly ordered, but pretty much all correct. It’s exactly the kind of thing you should look at during all stages of a project as a way to step back and make sure you are doing the things that need doing.It’s not an amazing comprehensive checksheet. Rather, it’s just another thing you should be checking against (of which you should eventually compile your own enormous list, but it gets more specific to what you are doing). linkReply [...]
[...] Local game designer Raph Koster, former Chief Creative Officer of Sony Online Entertainment, recently published a list of 40 Ways To Be A Better Game Designer. Check ‘em out! Feel free to add your own. [...]
[...] En esta web podemos leer 40 consejos muy utiles para desarrollar la idea de un videojuego y ser capaz de llevarla a cabo (la parte mas dificil de todo esto). En general se pueden aplicar a todo tipo de lo projectos, y mas si trabajas en una empresa de graficos por ordenador. [...]
Raph Kosters Top 40
Raph Koster put up a list of 40 ways to be a better game designer. We try to follow most of them when designing a game, but some things we come up a little short on.
Most importantly…
5. Brand - Boxen is too generic, and doesn’t reall…
Raph Koster (author of A Theory of Fun) made a blog entry that describes 40 ways to be a better (game) designer. It’s a good read.
[...] Lovely. BOARD GAME To bait the intelligence of our youth: if nothing else, it will make them happy. They have disgraced me, and hindered me many millions; laughed at my losses, mocked at my gains, scorned my mechanics, assigned me to bargain bins, wrecked my reputation with licensed copies of poor games; and what’s the reason? I am non-electric. Hath not a board game fun? hath not a board game rules, players, winners, tension, strategy, passions? played with the same breath, poor by the same faults, subject to the same arguments, won by the same fortitude, dragged and rushed by the same gamer types, as a video game is? If you ruin us, do we not break? if you play fancifully with us, do we not make you laugh? If you play vengefully with us, do we not make other players Uncomfortable? and if you steal our market share, shall we not market back? If we are like you in the rest, we will resemble you in that. If a board game is promoted over a video game, what is his humility? A press release. If a video game splash the front page, what should the board game’s sufferance be by video game’s example? Why, blogging! The marketing you teach me, I will execute, and it shall go hard but I will better the instruction. 40 ways to be a better (game) designer Raph 2006-06-27 06:06 작성 | Games [...]
[...] Hacer un buen videojuego no es tarea fácil, por lo que todo consejo es bienvenido. Pues aquí tienes nada menos que 40 consejos para el desarrollo y planificación de un buen videojuego. [...]
http://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/#more-552
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[...] Sulka Haro says, Hi! I wanted to have your 40 ways accessible somewhere but wanted something that looked nicer than a print of the site so I made it a background on my desktop. I uploaded it to http://www.kotska.com/sulka/kuvat/gamedesign.jpg in case you want to see it. The damselfly in the picture in Scarce Blue-tailed Damselfly (Ischnura Elegans). [...]
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. It’s a good read.Link - posted by CC at 8:40 AM Permalink - Backlinks - photos - 0 comments
any feature your heart desires without being subjected to approval by a higher authority (like a project manager), the temptation to throw in every cool thing you think of is high. You have to draw the line somewhere. In Raph Koster’s blog entry, 40 ways to be a better (game) designer (which
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[...] The PANTS Daily Chump, last cranked at 2006-07-11 20:56You get what you pay for from gilesWednesday links and observations from gilesMy special son from gilesPainty toes from gilesmore blogs more photossearchrecent chumps2006/07/122006/07/112006/07/102006/07/09older chumps2006/072006/062006/052006/042006/032006/022006/012005/122005/112005/102005/092005/082005/072005/062005/052005/042005/032005/022005/012004/122004/112004/102004/092004/082004/072004/062004/052004/042004/032004/022004/012003/122003/112003/102003/092003/082003/072003/062003/052003/042003/032003/022003/012002/122002/112002/102002/092002/082002/072002/062002/052002/042002/032002/022002/012001/122001/112001/102001/092001/082001/072001/062001/052001/042001/032001/022001/012000/12 last updated at 2006-07-11 20:56 mattb fondly recalls gobsausage week International Envelope Sizes: A Selective Annotated Guide posted by edd at 2006-07-11 20:56 (+) edd: A wonderful page which, coincidentally, taught me what DIN stands foredd: Also marvel at how random the US is compared to the rest of the world.gavin: But our names are awesome, “Baronial”, “Banker’s Flap”, etc.gavin: Sadly they seem to have misspelled “Catalogue.” Should be “Catalog.”gavin: Oooh, another quaint favorite: String-and-Button! Second Life travel agents posted by mattb at 2006-07-11 19:56 (+) mattb: paying US$10 per usable blog post for people to create pictures, writeups and machinima of interesting in-world stuff 40 ways to be a better (game) designer posted by mattb at 2006-07-11 17:04 (+) games design interactive mattb: via yoz, who rightly says, “good tips that apply to code and creative projects in general, not just games” Quite a nice interface to the xen-user archives posted by edd at 2006-07-11 10:50 (+) Copyright © The PANTS Collective. Created by the Chump Bot. A Useful Production. Contact us. Grab our RSS. [...]
Going beyond just pluralize. Cute. Tagged as: gem language linguistics ruby Interactive Fiction: First-Timer Foibles — A nice look at some common stumbling blocks in IF Tagged as: design fiction game if interactive writingRaph’s Website » 40 ways to be a better (game) designer — Matt B is right; it’s not just about game design, it’s about any system - code, rules, perhaps even mechanical. Really, really cracking. Tagged as: design development games play
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Ulterior Motive make superb Swedish ties and cufflinks Say hello to Hubpages - “Share what you know - Rake in the dough” 40 ways to be a better game designer Bluetooth and SMS take dating in Saudi Arabia to new levels Liveplasma is another music/movie/Pandora meets Google search engine Oregon Scientific now has pretty cool clock/weather stations from the likes of Phillipe Starck and Stefano Giovannoni
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[...] 40 ways to be a better (game) designer: “I’m always looking for ways to become a better game designer … it’s with interest that I read articles like 50 ways to become a better designer. Much of the list isn’t directly applicable, but some of it is, and it inspires a list of my own, centered around games. Not exhaustive, and probably not even accurate, but stuff I have often helped myself with. Many are cribbed and adapted.” [...]
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[...] Raph Koster compiled a list of 40 Ways to Be A Better Game Designer. Check ‘em out! [...]
[...] [...]
ll have to create the early prototypes with the ugliest graphics ever. Not wasting my devtime in the beginning creating the graphics, but I’ll spend it making the blue square prototype fun to play. As Raph Koster said in his great blog post 40 ways to be a better (game) designer: Art enhances, multiplies, improves. It does not replace missing fun. If you can get to something fun with minimal presentation, it will get more fun with good presentation. 2. Player Has Too Little Control
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[...] En esta web podemos leer 40 consejos muy utiles para desarrollar la idea de un videojuego y ser capaz de llevarla a cabo (la parte mas dificil de todo esto). En general se pueden aplicar a todo tipo de lo projectos, y mas si trabajas en una empresa de graficos por ordenador. [...]
[...] I usually start with a very hazy little sketch and after that I code the deliberately ugly prototype. And only after the ugly prototype is fun enough to play I start working on the graphics. And I actually have good reason for working on the code first. Raph Koster pointed it out in his blog post 40 ways to be a better (game) designer. Quote: [...]
[...] 40 ways to be a better game designer [...]
[...] Raph Koster’s 40 ways to be a better (game) designer http://www.raphkoster.com posted by marshmonkey 53 minutes ago view profile Game designer Raph Koster has a list of 40 things to keep in mind while designing a game up on his blog. A good list of reminders to muse over once or twice (or regularly). discuss | trackback | tags: raph koster all [...]
[...] Raph Koster’s 40 ways to be a better (game) designer http://www.raphkoster.com posted by marshmonkey 4 hours ago view profile Game designer Raph Koster has a list of 40 things to keep in mind while designing a game up on his blog. A good list of reminders to muse over once or twice (or regularly). discuss | trackback | tags: raph koster all [...]
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40 ways to be a better (game) designer (Via Wonderland.)
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Conference on Information Visualization which has a symposium on various uses of computer games swfmill swf2xml and xml2swf wfmill is an xml2swf and swf2xml processor with import functionalities. 40 ways to be a better (game) designer List of 40 things to do to make your game designs better by Raph Koster. Brajeshwar | ActionScript 2.0 Language Reference
limits. If you’re stumped, try giving yourself some more limits and see what pops out. Reward When a player does something right, give them a reward cue. A splash of light, a cheerful sound, a bit of feedback that sticks out. … [ Raph Koster ] Allez lire les autres, c’est vraiment pas du temps perdu !
| Writing and Humanistic Studies | 21W.765J Theory and Practice of Non-linear and Interactive Narrative, Spring 2003 | Home Computer Arts - 50 ways to become a better designer Creating Passionate Users: The “Dumbness of Crowds” Raph’s Website » 40 ways to be a better (game) designer The future of television and the media triathlon. Many-to-Many:
[...] Cuando se empieza a desarrollar un concepto nuevo, los mejores diseñadores recomiendan no perderse en el universo de la abstracción y los documentos, y tratar de probar la idea lo antes posible. Hay diversas formas de hacer esto. Una posibilidad, más frecuente de lo que parece, es desarrollar el juego, hasta que esté casi completo, para entonces evaluar si la jugabilidad es la esperada y el juego viene cargado de horas de diversión sin límites, o no. Si es que no, pues toca cambiar aquello que no funciona, si es que da tiempo y hay recursos. Si tampoco, pues entonces queda para la continuación.Otra posibilidad, que parece se va poniendo de moda poco a poco, es desarrollar sencillos prototipos, que contienen la esencia de la jugabilidad, y sirven para evaluar si la idea funciona o no antes de lanzarse a producir el juego. Parece razonable y, desde luego, mucho menos arriesgado que la otra opción. ¿Por qué no está todo el mundo haciendo esto? La culpa la tienen los árboles y el bosque.Tienes una idea. Es brillante, nunca vista. Vas a utilizar puertas tridimensionales y juegos con la gravedad para crear puzzles únicos. O vas a diseñar un juego en que el objetivo es ir agolpando objetos en una bola que va creciendo y creciendo. Antes de empezar a modelar personajes de 50.000 polígonos, quieres probar la idea. Algunos diseñadores defienden montar un prototipo con “cuadrados azules”, o sea, sin gráficos o con gráficos de mentira (o peor, de programador). La justificación es que todo el apartado gráfico y sonoro aporta al producto final y es imprescindible para el consumidor, pero no modifica la esencia de la jugabilidad, con lo cual ésta se puede evaluar si pagar el alto precio de crear contenido para las consolas de hoy. Todo esto parece demasiado evidente, así que vamos a hacer por un momento de abogado del diablo.Tomemos como ejemplo un juego moderno, como la franquicia de Medal of Honor o Call of Duty. La esencia de estos juegos es bien conocida: disparos en primera persona durante la segunda guerra mundial. Cuando juegas, una parte de la experiencia es el “juego” en sí, el reto, apuntar a los enemigos, evitar que te acierten, buscar rutas alternativas o simplemente ser más hábil o más rápido que ellos. Pero otra parte, tanto o más importante, es la ambientación. He oído a mucha gente decir que en estos juegos, “puedes pararte a ver lo que pasa a tu alrededor, y es increíble”. Ahora imagina que estás diseñando el principio de Call of Duty, con la escena de Stalingrado, o el asalto a la playa de Omaha en Medal of Honor. Y haces un prototipo con cuadrados azules, moviendose por el mapa como si fueran soldados acompañándote. De algún modo, no parece lo mismo. Siendo menos extremos y probablemente más realistas, imagina que pruebas ese nivel, pero que el nivel incluye sólo la jugabilidad básica. O sea, no hay explosiones en el fondo, ni pasan aviones por encima tuyo, ni decenas de soldados huyen o son despedazados por todas partes. ¿Es realmente posible hacerse una idea de cómo va a resultar el producto final sólo con eso? Quizás, pero no es tan evidente como el ejemplo de la bola atrapa-objetos.Un problema similar, aunque ligeramente distinto es el los bugs. Cuando estás probando un nivel, y encuentras un bug, de repente cobra un protagonismo tremendo, casi obsesivo. Puede que sea un enemigo que, por un error en el código, anda de espaldas haciendo el Moonwalker, o tal vez al morir los enemigos no tienen animaciones y se quedan en la pose, con los brazos en cruz y la mirada perdida. Quizás llevan la ametralladora mal colocada y parece que disparan con la rodilla. En cualquier caso, una vez que ves esto, como se suele decir, la suspensión de la incredulidad desaparece. No importa que seas un diseñador, y que sepas perfectamente que eso es un juego y que el bug se resolverá (y que no es más que un bug tonto). Te distrae, y en vez de fijarte en si la fase tiene buen ritmo y ofrece desafíos o espectáculo, te dedicas a hacer una captura de la pantalla y mandarla por correo al resto del equipo con un comentario jocoso (”no sabía que habíamos fichado a Michael Jackson!”).Es normal. Los árboles no dejan ver el bosque. Esos pequeños problemas, o la falta de elementos que algunos no considerarían esenciales en la jugabilidad son como ruido, que distorsionan la experiencia, y hacen más difícil evaluarla adecuadamente. Más difícil sí, pero no imposible. Los defensores de los cuadrados azules los utilizan porque ellos sí son capaces de olvidarse de estas distracciones. Pueden filtrarlas, del mismo modo que cuando ponen anuncios en la tele o banners en una página web, y luego ni siquiera recordamos haberlos visto. No todo el mundo tiene esta capacidad. Para la mayoría, se puede ver claramente como un juego en desarrollo, un buen día, deja de ser un montón de píxeles puestos juntos y pasa a ser una experiencia divertida. Ese día probablemente se incluyó algo que decantó la balanza del lado del bosque, y de repente los árboles dejaron de ser tan importantes. Muchas veces, a esto se le llama “pulir” el juego. Añadir un montón de detalles que eliminan las asperezas que pueda haber, y hacen la experiencia más “cinematográfica”, sin cambiar su fondo. El trabajo de pulir un juego es enorme, y se podría decir que no está acotado. Se pueden seguir identificando cambios y mejoras indefinidamente. Y el nivel de pulido que tiene un juego al ser lanzado a la calle se suele corresponder con el prestigio y la capacidad de producción del desarrollador, y muchas veces también con el éxito del juego en reviews y en ventas.La importancia de pulir un juego y la dificultad de ver la esencia del juego entre bugs y elementos no acabados es una de las causas de que el uso de prototipos siga siendo complicado. ¿Cómo reducir entonces el riesgo de tener que trabajar durante meses en un juego para poder evaluar si la idea merece la pena o no? No hay una buena respuesta para esta pregunta. Muchos estudios optan por reutilizar fórmulas bien conocidas, con lo que pueden entrar en producción sin preocuparse de que la idea no vaya a funcionar. EA no duda que FIFA’07 va a utilizar en buena medida la misma mecánica que los diez anteriores. Otros, desarrollan una primera parte, que sale a la calle con evidentes problemas, y van refinando el concepto y mejorándolo en sucesivas versiones. Ahí tenemos el ejemplo del Shogun/Medieval/Rome Total War. A Will Wright le está costando varios años desarrollar Spore porque montó un prototipo enorme, que era casi el juego completo, y luego decidió tirarlo y hacer el juego de verdad. Los chicos de High Moon defienden el uso de tecnologías ágiles como Scrum, donde la filosofía es tener constantes iteraciones y siempre una versión funcionando, y pulida, a la que se pueden ir añadiendo o eliminando elementos. Muchos otros estudios lo resuelven como pueden, rehaciendo con gran esfuerzo aquellas partes en las que se equivocaron. Malditos árboles. ¡Danos tu opinión! (1 comentario) [...]
[...] http://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/__________________Project (click to reveal)Earthlings StoryComing soon…Click to hide [...]
[...] 8:59 AMAdd a commentRead comments (3)PermalinkTrackbacks (0)Blog itPermalinkhttp://oncehandsome.spaces.live.com/blog/cns!29DE2201D3C8BC93!324.entryCommentsFAYE阿宝哎…… 另,居然在这儿看到柠檬,好诡异……圈子真小。January 18 1:05 AM (http://luodandenaicha.spaces.live.com/)白骨第一次对未来失望的时候,就是看到功夫的游戏画面,那时候就突然觉得没前途了-.-July 21 8:19 PM (http://zichong.spaces.msn.com/)(没有名字)没有办法,我们都没有办法。黑恶势力已经形成,我们要么螳臂挡车,要么随波逐流July 06 2:26 AM (http://xhey.spaces.msn.com/)You must sign in using a Windows Live ID™ to add a comment to this space.Don’t have a Windows Live ID? Sign up now.Add a commentYour name:Your e-mail address (optional):Your blog web address (optional):Comment (text only):AddCancelTrackbacksThe trackback URL for this entry is:http://oncehandsome.spaces.live.com/blog/cns!29DE2201D3C8BC93!324.trakWeblogs that reference this entryNoneJune 28Raph Koster’s 40 ways to be a better (game) designerhttp://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/#more-552 [...]
[...] Assignments Week 1introductions, go over project requirements, check out the game design software and play a couple of games made with it, define a game and go over some basics, industry structure - look at this website, define, discuss “what makes your favorite game fun”, Week 2game design phases (concept, preproduction, production, QA, launch), game genres, career info - look at this website, story boards, design documents, generate game ideas, go over concepts: game play, points, rules Week 3go over first 1/2 of Raph’s book, generate game design ideas, define fun, go over objectives, levels, character development, how story is implemented, group work time Week 4finish Raph’s book, groups present ideas for their game (have at least 2) for class to critique, talk about game look and feel (lighting, interface), resources, group work time Week 5discuss conflict & outcomes, generate game ideas, game video and audio, group work time Week 6generate game ideas, group work time, talk about how deals are put together in the industry Week 7Presentations of final ideas and story boards, group work time Spring BreakSpring Break week 1 - what’s a game, some key terms (interactivity, gameplay), Tour of the lab we’ll be using, into to 3d game studio, intro to the tutorial - assignment for week 2 - do the tutorial books in ebrary Game Design - ch 3 on genre specific design choices - has lots of good chapters Game Design for Teens - ch 3 - the design document Game Level design - ch 1, 2, 4 (Ed Byrne) Beginning Game Level Design - ch 8 about storytelling (by Feil and Scattergood) - has lots of other good chapters Jenkins Game design workshop Homepage for 3d Game Studio and movie of games made with 3dGS demo’d at GDC On Virtual Economies by Edward Castranova 40 Ways to be a better (game) designer from Raph Koster PDF from the US government about careers int he videogame industry, from 2000 - some stats may be dated, but the basic description of career paths is good Game Career Guide IGDA’s Career guide GameDev.net - tons of game development resources GameSutra - art and business of making games - primary resource for lots of designers Ernest Adams Designer’s Notebook articles from Gamasutra Design document article from gamasutra in 1997 an example brief game design doc - word doc, for game Harmotion -> Harmotion another game design doc - this one from a student project from DigiPen PDF game design doc for game EMberScribe for the nintendo DS - has some interesting features (tables, mini-faq, market research Forums from indiegamer.com - has stuff for artists and musicians looking for work, help wanted jobs, lots of good looking discussions on development another design doc example Gamasutra article about preparing your portfolio for your job search Good article by Ernest Adams about designing more innovative games postmortem example for Black & White postmortem example for Zoo Tycoon:Marine Mania Game Design features from gamasutra.com - articles, videos from gdc Top 20 publishers of 2006 from game developer magazine Open letter to academic researchers about why industry ignores us and how to change that [...]
[...] I found this off http://www.devmaster.net/ … some good policies to follow: http://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/_________________<homestar14> What is the first thing that need to be coded? <Alex||> the intro video where thugs steal your girlfriend and you come out of the garage [...]
[...] 40 ways to be a better (game) designer http://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/ [...]
[...] come up with a game concept for a presentation shortly. So I googled around a bit and came across ‘40 Ways to be a better (game) designer’ on Raph Koster’s website, Raph Koster having worked on Star Wars Galaxies as Chief Creative [...]
[...] Raph’s Website » 40 ways to be a better (game) designer [...]
[...] ways to be a better (game) designer 40 ways to be a better (game) designer __________________ Our greatest glory is not in never falling but in rising everytime we fall. [...]
[...] ԴRaph Kosterһƪ£http://www.raphkoster.com/2006/06/26/40-ways-to-be-a-better-game-designer/#more-552 [...]
[...] just before I leave…This may be an interesting article for you guys! It is taken from here. (You can also find it on [...]
[...] a review of the basics would help you;http://www.raphkoster.com/2006/06/26/40-wa…-game-designer/personally break all of it but it's always good to know what rules you're [...]
[...] [Discover] Raph’s Website » 40 ways to be a better (game) designer [...]
[...] un buen videojuego no es tarea fácil, por lo que todo consejo es bienvenido. Pues aquí tenéis nada menos que 40 consejos para el desarrollo y planificación de un buen [...]
[...] 40 Ways to be a better (game) designer from Raph Koster [...]
[...] of this post. It also has 24 Technorati fans. Mention (and link to) the two most interesting posts: 40 ways to be a better (game) designer and Project Horseshoe: Influences. 40 ways is interesting because it not only offers advice for [...]
How popular is the blog (by activity and/or technorati rank)? Raph’s Website has a Technorati authority score of 467 at the time of this post. It also has 24 Technorati fans. Mention (and link to) the two most interesting posts:40 ways to be a better (game) designerand Project Horseshoe: Influences. 40 ways is interesting because it not only offers advice for budding designers, but it enumerates said advice as well. I saw Influences cited somewhere (I can’t for the life of me dig up where, and I wish I knew so
re left with a system of Virtues that feels poorly integrated with the rest of the game. Players come back to it later, when there’s nothing better to do. And thus has come one of the deadly sins of game design.Quoth the Raph in “40 Ways to be a Better Game Designer”:#39 […] Check against the list of key pieces required for fun: preparation for a challenge mattering, territory/environment mattering, choices in how to solve a problem, variations in the nature of the challenge, risk to loss, skill in execution,