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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