CS/INFO 4154: Brainstorming and Prototyping. Analytics-driven Game Design. Lecture 3: Epic s Epic Epic
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1 CS/INFO 4154: Analytics-driven Game Design Lecture 3: Brainstorming and Prototyping Epic s Epic Epic
2 Last time Game Mechanics Actions Interactions
3 Thursday: Paper Prototyping
4 Tuesday: More Paper Prototyping
5 Key Lesson of this Class #1 nobody reads and nobody listens
6 Key Lesson of this Class #2 people can only keep track of a few things
7 Key Lesson of this Class #3 make lots of pots
8 Making pots no fame no fame lots of fame 1 hour 10 hours 100 hours
9 Design Tradeoffs Image source:
10 What are the tradeoffs? Fewer designs Spend more time per design Avoid duplication of effort Reach consensus faster More designs Explore more First idea maybe not the best Play off each other s ideas the gamedesigninitiative at cornell university
11 Design Tradeoffs Image source: Source: David Bayles, Ted Orland (2001) Art & Fear: Observations on the Perils (and Rewards) of Artmaking
12 Design Tradeoffs Image source: Source: David Bayles, Ted Orland (2001) Art & Fear: Observations on the Perils (and Rewards) of Artmaking
13 Two key questions How many ideas? How many iterations?
14 Two key questions How many ideas? How many iterations?
15 How can we evaluate design? Image source:
16 Some design has a purpose
17 Some design has a purpose Dow et al. CHI 2011
18 Scenario 1 Design Design
19 Scenario 1: Share One Meeting Room Final Design Design Final Design Design
20 Scenario 2 Design 1 Best Design 2 Design Design 3 Design 1 Best Design 2 Design Design 3
21 Scenario 2: Share Best Meeting Room Final Best Design Final Best Design
22 Scenario 3 Design 1 Design 1 Design 2 Design 2 Design 3 Design 3
23 Scenario 3 Design 1 Design 1 Design 2 Design 2 Design 3 Design 3
24 Scenario 3: Share Multiple Meeting Room Design 1 Final Design 2 Design Design 3 Design 1 Final Design 2 Design Design 3
25 Release
26 Share One Share Best Share Multiple
27 Effect of sharing multiple designs +25% +50% +75% +100% +125%
28 Clicks per million impressions Share One Share Best Share Multiple
29 1 tip of good design: Improve your design by 25% by simply using this one weird tip
30 Two key questions How many ideas? How many iterations?
31 Two key questions How many ideas? How many iterations?
32 Egg drop
33 Design Test Design Design Test Iterative group Non-iterative group
34
35 Effect of iteration worse same better
36 Effect of iteration +25% +50% +75% +100% +125%
37 Maximum height Iterative Non-iterative
38 Functional fixedness The Candle Problem (Karl Duncker)
39 Functional fixedness The Candle Problem (Karl Duncker)
40 What does this mean for you? Take the time to think Come up with multiple ideas Your ideas are valuable even if they are not used
41 Brainstorming Technique Focus Limit the amount of time (30 minutes max) Appoint a scribe who will write down ideas Positive phase Only write down new ideas! Don t criticize any suggestion. Negative phase Discuss each idea and reject as a group Repeat if necessary But take a break! If done correctly, you will be exhausted. 41 Introduction
42 Paper prototype!
43 Purpose of Paper Prototyping Evaluate central design questions Not necessarily the whole design Decide if it will work Identify key problems quickly
44 Paper prototyping is sometimes easy
45 Less clear in other cases
46 What about
47 Sid Meier a series of interesting decisions (GDC 2012)
48 Should be able to simulate decisions
49 What are the decisions?
50 What are the decisions?
51 Modeling Gameplay Key is discretization Identify game variables and break them into decision-significant pieces Space Time Money Health
52 Discretizing Space
53 Discretizing Space
54 Discretizing Space
55 Discretizing Space
56 Discretizing Time Turns!
57 Adding turns
58 Possible Starcraft Turn 1. Fire Planning Phase Choose units to attack 2. Firing Phase Units fire one-by-one Subtract hitpoints 3. Move Phase Units move 4. Upkeep Phase Units recharge / heal 5. Build Phase Units build, finish, etc. 6. Mining Phase We need more minerals
59 Simulating Reaction Time
60 Discretizing Resources Jetpack expends oxygen (=health)
61 Discretizing Resources
62 Questions to explore Does the game work? Is it fun? Can someone learn how to play? Is the interface usable? Can the design scale to include multiple levels?
63 Paper Prototype
64 Must have three levels Easy Medium Hard
65 Bias Testers don t want to hurt your feelings But you need their real opinions
66 Research on Bias
67 Interviewer s video Competitor video
68
69 Interviewer s video Competitor video
70 Without claiming ownership
71 Overcoming bias Be specific Did you like the first level? Were you able to complete the first level?
72 It s all in the body language
73 Game: Video Game Charades
74 Group Activity Come up with a team mascot Come up with four game ideas and post them into Piazza Name the post X Brainstorming where X is your group name Specify: Hook (why is this fun?) Goals Actions/Interactions Decisions Growth in complexity
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