Prof. Pier Luca Lanzi
Thinking Like a Game Designer
Video game Design and Programming
Prof. Pier Luca Lanzi
The slides for this lecture are taken from the companion material of our textbook: Jeremy
Gibson Bond. Introduction to Game Design, Prototyping, and Development. Addison-
Wesley 2014 (http://book.prototools.net/)
Prof. Pier Luca Lanzi
Bartok an exercise in game design
3
Prof. Pier Luca Lanzi
Bartok: A Game Design Exercise
• Bartok is a classic card game, similar to the commercial game Uno
• Three to five players
• Standard deck of playing cards
• Break into groups of 3-5 players each
• Remove the Jokers from the deck
• Shuffle the cards
4
Prof. Pier Luca Lanzi
Bartok: A Game Design Exercise
• Objective
§Be the first person to run out of cards
• Standard Rules
§Deal 5 cards to each player, the remaining cards become a
draw pile
§Flip over the top card of the draw pile to start a discard pile
§The person to the left of the dealer plays first, and play
proceeds clockwise
§Each player must play a card onto the discard pile that
matches the suit or number of the top card of the discard pile.
§If she can’t, she must draw a card.
5
Prof. Pier Luca Lanzi
The player can choose to play any one of the cards
highlighted with blue borders (7C, JC, 2H, 2S).
6
Prof. Pier Luca Lanzi
Analyzing Bartok: Asking the Right Questions
• Is the game of the appropriate difficulty?
• Is the outcome of the game based more on strategy or chance?
• Does the game have meaningful, interesting decisions?
• Is the game interesting when it's not your turn?
7
Prof. Pier Luca Lanzi
Bartok: Modifying the Rules
• Choose one of these rules and add it to the game
§Rule 1: If a player plays a 2, the person to her left must draw
two cards instead of playing.
§Rule 2: If any player has a card that matches the number and
color (red or black) of the top card, she may announce
"Match card!" and play it out of turn. Play then continues with
the player to the left of the one who just played the out-of-
turn card. This can lead to players having their turns skipped.
§Rule 3: A player must announce “Last card” when she has
only one card left. If someone else calls it first, she must draw
two cards (bringing her total number of cards to three).
8
Prof. Pier Luca Lanzi
And now playtest …
Prof. Pier Luca Lanzi
But watch out for playtesting flukes
• A strange shuffle or other external force can cause one playtest
of the game to be very different from others
• You must playtest several times to ensure that you experience an
average playtest and not a fluke
• However, you must also note any flukes that happen because
they can also happen to players
10
Prof. Pier Luca Lanzi
Bartok: Asking the Right Questions
• How did the single rule change the game?
• Have the answers to your questions changed?
§Is the game of the appropriate difficulty?
§Is the outcome of the game based more on strategy or
chance?
§Does the game have meaningful, interesting decisions?
§Is the game interesting when it's not your turn?
• Discuss the changes to these answers for each of the three rules
• Changing a single rule can have a drastic affect on the feel of the
game!
11
Prof. Pier Luca Lanzi
Bartok: Making Your Own Rules
• Now, how do you want the game to feel?
• Try designing a rule to make the game feel
more like this specific emotion
• Change only one rule at a time
• Test with the new rule and see how it feels
• You don't need to complete an entire game if the rule really
doesn't feel right
12
Prof. Pier Luca Lanzi
definition of game
13
Prof. Pier Luca Lanzi
Definition of Game
"A game is the voluntary attempt to overcome unnecessary
obstacles" – Bernard Suits, The Grasshopper (1978)
"A game is a series of interesting decisions" – Sid Meier
"A game is a closed, formal system that engages players in a
structured conflict and resolves its uncertainty in an unequal
outcome" – Tracy Fullerton, Game Design Workshop (2008)
"A game is a problem-solving activity, approached with a playful
attitude" – Jesse Schell, The Art of Game Design (2008)
"A game is a system of rules in which agents compete by making
ambiguous, endogenously meaningful decisions” - Keith Burgun,
Game Design Theory (2013)
14
Prof. Pier Luca Lanzi
Bernard Suits's Definition
"A game is the voluntary attempt to overcome unnecessary
obstacles" – Bernard Suits, The Grasshopper (1978)
• Attempt to create a definition that encompassed all kinds of
games (Sports, Board Games, Make Believe)
• Accurate definition of game, but doesn't teaching designers how
to make good games
• Referred to make believe as "open games"
§A game with the sole goal of continuance of the game
§However, some open games have other goals
15
Prof. Pier Luca Lanzi
Sid Meier's Definition
"A game is a series of interesting decisions" – Sid Meier
• States very little about what the word game means, but states a
lot about his personal beliefs about what makes a good game
• What makes a decision interesting?
§The player has multiple valid options from which to choose
§Each option has both positive and negative potential
consequences
§The outcome of each option is predictable but not
guaranteed
• Second designer's goal: interesting decisions
16
Prof. Pier Luca Lanzi
Tracy Fullerton's Definition
"A game is a closed, formal system that engages players in a
structured conflict and resolves its uncertainty in an unequal
outcome" – Tracy Fullerton, Game Design Workshop (2008)
• Not just a definition of game, but also a list of elements that
designers can modify
§Formal elements
§Conflict structure
§Uncertainty
§Unequal outcome
17
Prof. Pier Luca Lanzi
Jesse Schell's Definition
"A game is a problem-solving activity, approached with a playful
attitude" – Jesse Schell, The Art of Game Design (2008)
• The playful attitude of the player defines a game
§Two runners are in a race
§One is running a normal race
§The other is aware that there is a bomb at the finish line that
she must defuse
§Only one of the two is playing a game!
• Third designer's goal: lusory attitude
§From the Latin word for play, training, & sport, Ludus
§Games should encourage the lusory attitude of players
18
Prof. Pier Luca Lanzi
Keith Burgun's Definition
"A game is a system of rules in which agents compete by making
ambiguous, endogenously meaningful decisions"
– Keith Burgun, Game Design Theory (2013)
• Specific terms
§Ambiguous: predictable but uncertain
§Endogenously Meaningful: meaningful in the game system
• Intentionally limited
§Much more restricted definition than Suits or Schell
§Omits play activities like make believe and competitions of skill
(including sports)
• Burgun attempts to restrict the definition to make it easier to
understand the bounds of the field
19
Prof. Pier Luca Lanzi
The Nebulous Nature of Definitions
• Humans have several needs that are met by games
• Structured conflict
§Chess players don't want to engage in any cerebral activity,
they want to experience the specific challenge of chess
• The experience of being someone else
§Games, make believe, and even stage plays allow people the
chance to experience being someone else
• Excitement
§Most popular media is about excitement in one form or
another
§Interactive media allow players to actually take part in the
excitement
§Players have agency in the media that they experience
20
Prof. Pier Luca Lanzi
Why Are Definitions Important?
• Definitions help you understand what people expect
§Especially true if you're working in a specific genre or for a
specific audience.
§Understanding how your audience defines the term will help
you to craft better games for them.
• Definitions can lead you to understand not only the core of the
defined concept but also the periphery.
§Games that fit the definition perfectly, and those on the edge
§The peripheries are where new genres can be created
• Definitions can help you speak eloquently with others in the field.
§You should also read the source material for all of these
definitions to expand your understanding of game design
21
Prof. Pier Luca Lanzi
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org

More Related Content

PDF
VDP2016 - Lecture 03 Conceptualization
PDF
VDP2016 - Lecture 07 The design document
PDF
VDP2016 - Lecture 05 Game analysis frameworks
PDF
VDP2016 - Lecture 06 The structureofgames
PDF
VDP2016 - Lecture 08 Game mechanics
PDF
The Design Document
PDF
VDP2016 - Lecture 12 Puzzle Design
PDF
Introduzione alla realizzazione di videogiochi - Meccaniche
VDP2016 - Lecture 03 Conceptualization
VDP2016 - Lecture 07 The design document
VDP2016 - Lecture 05 Game analysis frameworks
VDP2016 - Lecture 06 The structureofgames
VDP2016 - Lecture 08 Game mechanics
The Design Document
VDP2016 - Lecture 12 Puzzle Design
Introduzione alla realizzazione di videogiochi - Meccaniche

What's hot (20)

PDF
Game Mechanics
PDF
Working with Formal Elements
PDF
Data Driven Game Design
PDF
Idea Generation and Conceptualization
PDF
The Structure of Games
PDF
Designing Puzzles for Video Games
PDF
Videogame Design and Programming - Course organization
PDF
VDP2016 - Lecture 14 Procedural content generation
PDF
Introduction to Game Design
PDF
Game Balancing
PDF
VDP2016 - Lecture 13 Data driven game design
PDF
VDP2016 - Lecture 10 Working with formal elements
PDF
Videogame Design and Programming - 04 Conceptualization
PDF
Videogame Design and Programming - 03 The Structure of Games
PDF
Engagement through Gamification
PDF
Videogame Design and Programming - 06 Working with Dramatic Elements
PDF
Procedural Content Generation
PDF
Various Topics on Game Design
PDF
Game Design: from rules to craft
PDF
Videogame Design and Programming - 09 Puzzles
Game Mechanics
Working with Formal Elements
Data Driven Game Design
Idea Generation and Conceptualization
The Structure of Games
Designing Puzzles for Video Games
Videogame Design and Programming - Course organization
VDP2016 - Lecture 14 Procedural content generation
Introduction to Game Design
Game Balancing
VDP2016 - Lecture 13 Data driven game design
VDP2016 - Lecture 10 Working with formal elements
Videogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 03 The Structure of Games
Engagement through Gamification
Videogame Design and Programming - 06 Working with Dramatic Elements
Procedural Content Generation
Various Topics on Game Design
Game Design: from rules to craft
Videogame Design and Programming - 09 Puzzles
Ad

Similar to VDP2016 - Lecture 04 Thinking likea-gamedesigner (20)

PDF
Videogame Design and Programming - 05 Working with Formal Elements
PDF
PlayerOne - Dissecting games
PPT
SchankarGameDesign.ppt
PDF
Evaluating Processing as a Platform for Game Prototyping
PDF
Game design 3
PDF
GAME MECHANIC - chapter 8 v1.0 (2019 edition)
PPT
Learning Through Gaming
PPTX
Learning through Play
PPTX
LAFS Game Design 10 - Fun and Accessability
PPTX
Designprocesser lecture1
PPTX
LAFS Game Design 9 - Balancing
PPTX
Chapter 2 structure of games tsppt 1
PDF
Presentation sanlab workshops
PPT
On gamification
PDF
Playfied Storytelling
PDF
Game Design for Storytellers
PDF
Transparency in Game Mechanics
PDF
Unit 1-NEW - game game Game Core Design.pdf
Videogame Design and Programming - 05 Working with Formal Elements
PlayerOne - Dissecting games
SchankarGameDesign.ppt
Evaluating Processing as a Platform for Game Prototyping
Game design 3
GAME MECHANIC - chapter 8 v1.0 (2019 edition)
Learning Through Gaming
Learning through Play
LAFS Game Design 10 - Fun and Accessability
Designprocesser lecture1
LAFS Game Design 9 - Balancing
Chapter 2 structure of games tsppt 1
Presentation sanlab workshops
On gamification
Playfied Storytelling
Game Design for Storytellers
Transparency in Game Mechanics
Unit 1-NEW - game game Game Core Design.pdf
Ad

More from Pier Luca Lanzi (20)

PDF
11 Settembre 2021 - Giocare con i Videogiochi
PDF
Breve Viaggio al Centro dei Videogiochi
PDF
Global Game Jam 19 @ POLIMI - Morning Welcome
PPTX
Data Driven Game Design @ Campus Party 2018
PDF
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
PDF
GGJ18 al Politecnico di Milano - Presentazione di apertura
PDF
Presentation for UNITECH event - January 8, 2018
PDF
DMTM Lecture 20 Data preparation
PDF
DMTM Lecture 19 Data exploration
PDF
DMTM Lecture 18 Graph mining
PDF
DMTM Lecture 17 Text mining
PDF
DMTM Lecture 16 Association rules
PDF
DMTM Lecture 15 Clustering evaluation
PDF
DMTM Lecture 14 Density based clustering
PDF
DMTM Lecture 13 Representative based clustering
PDF
DMTM Lecture 12 Hierarchical clustering
PDF
DMTM Lecture 11 Clustering
PDF
DMTM Lecture 10 Classification ensembles
PDF
DMTM Lecture 09 Other classificationmethods
PDF
DMTM Lecture 08 Classification rules
11 Settembre 2021 - Giocare con i Videogiochi
Breve Viaggio al Centro dei Videogiochi
Global Game Jam 19 @ POLIMI - Morning Welcome
Data Driven Game Design @ Campus Party 2018
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
GGJ18 al Politecnico di Milano - Presentazione di apertura
Presentation for UNITECH event - January 8, 2018
DMTM Lecture 20 Data preparation
DMTM Lecture 19 Data exploration
DMTM Lecture 18 Graph mining
DMTM Lecture 17 Text mining
DMTM Lecture 16 Association rules
DMTM Lecture 15 Clustering evaluation
DMTM Lecture 14 Density based clustering
DMTM Lecture 13 Representative based clustering
DMTM Lecture 12 Hierarchical clustering
DMTM Lecture 11 Clustering
DMTM Lecture 10 Classification ensembles
DMTM Lecture 09 Other classificationmethods
DMTM Lecture 08 Classification rules

Recently uploaded (20)

PDF
MBA _Common_ 2nd year Syllabus _2021-22_.pdf
PDF
Skin Care and Cosmetic Ingredients Dictionary ( PDFDrive ).pdf
PDF
medical_surgical_nursing_10th_edition_ignatavicius_TEST_BANK_pdf.pdf
PDF
My India Quiz Book_20210205121199924.pdf
PDF
Empowerment Technology for Senior High School Guide
PDF
BP 704 T. NOVEL DRUG DELIVERY SYSTEMS (UNIT 1)
PPTX
B.Sc. DS Unit 2 Software Engineering.pptx
PDF
MICROENCAPSULATION_NDDS_BPHARMACY__SEM VII_PCI .pdf
PDF
LIFE & LIVING TRILOGY- PART (1) WHO ARE WE.pdf
PDF
BP 704 T. NOVEL DRUG DELIVERY SYSTEMS (UNIT 2).pdf
PDF
Environmental Education MCQ BD2EE - Share Source.pdf
PDF
HVAC Specification 2024 according to central public works department
PDF
semiconductor packaging in vlsi design fab
PPTX
What’s under the hood: Parsing standardized learning content for AI
PPTX
Module on health assessment of CHN. pptx
PPTX
Share_Module_2_Power_conflict_and_negotiation.pptx
PDF
David L Page_DCI Research Study Journey_how Methodology can inform one's prac...
PDF
Race Reva University – Shaping Future Leaders in Artificial Intelligence
PDF
Mucosal Drug Delivery system_NDDS_BPHARMACY__SEM VII_PCI.pdf
PDF
ChatGPT for Dummies - Pam Baker Ccesa007.pdf
MBA _Common_ 2nd year Syllabus _2021-22_.pdf
Skin Care and Cosmetic Ingredients Dictionary ( PDFDrive ).pdf
medical_surgical_nursing_10th_edition_ignatavicius_TEST_BANK_pdf.pdf
My India Quiz Book_20210205121199924.pdf
Empowerment Technology for Senior High School Guide
BP 704 T. NOVEL DRUG DELIVERY SYSTEMS (UNIT 1)
B.Sc. DS Unit 2 Software Engineering.pptx
MICROENCAPSULATION_NDDS_BPHARMACY__SEM VII_PCI .pdf
LIFE & LIVING TRILOGY- PART (1) WHO ARE WE.pdf
BP 704 T. NOVEL DRUG DELIVERY SYSTEMS (UNIT 2).pdf
Environmental Education MCQ BD2EE - Share Source.pdf
HVAC Specification 2024 according to central public works department
semiconductor packaging in vlsi design fab
What’s under the hood: Parsing standardized learning content for AI
Module on health assessment of CHN. pptx
Share_Module_2_Power_conflict_and_negotiation.pptx
David L Page_DCI Research Study Journey_how Methodology can inform one's prac...
Race Reva University – Shaping Future Leaders in Artificial Intelligence
Mucosal Drug Delivery system_NDDS_BPHARMACY__SEM VII_PCI.pdf
ChatGPT for Dummies - Pam Baker Ccesa007.pdf

VDP2016 - Lecture 04 Thinking likea-gamedesigner

  • 1. Prof. Pier Luca Lanzi Thinking Like a Game Designer Video game Design and Programming
  • 2. Prof. Pier Luca Lanzi The slides for this lecture are taken from the companion material of our textbook: Jeremy Gibson Bond. Introduction to Game Design, Prototyping, and Development. Addison- Wesley 2014 (http://book.prototools.net/)
  • 3. Prof. Pier Luca Lanzi Bartok an exercise in game design 3
  • 4. Prof. Pier Luca Lanzi Bartok: A Game Design Exercise • Bartok is a classic card game, similar to the commercial game Uno • Three to five players • Standard deck of playing cards • Break into groups of 3-5 players each • Remove the Jokers from the deck • Shuffle the cards 4
  • 5. Prof. Pier Luca Lanzi Bartok: A Game Design Exercise • Objective §Be the first person to run out of cards • Standard Rules §Deal 5 cards to each player, the remaining cards become a draw pile §Flip over the top card of the draw pile to start a discard pile §The person to the left of the dealer plays first, and play proceeds clockwise §Each player must play a card onto the discard pile that matches the suit or number of the top card of the discard pile. §If she can’t, she must draw a card. 5
  • 6. Prof. Pier Luca Lanzi The player can choose to play any one of the cards highlighted with blue borders (7C, JC, 2H, 2S). 6
  • 7. Prof. Pier Luca Lanzi Analyzing Bartok: Asking the Right Questions • Is the game of the appropriate difficulty? • Is the outcome of the game based more on strategy or chance? • Does the game have meaningful, interesting decisions? • Is the game interesting when it's not your turn? 7
  • 8. Prof. Pier Luca Lanzi Bartok: Modifying the Rules • Choose one of these rules and add it to the game §Rule 1: If a player plays a 2, the person to her left must draw two cards instead of playing. §Rule 2: If any player has a card that matches the number and color (red or black) of the top card, she may announce "Match card!" and play it out of turn. Play then continues with the player to the left of the one who just played the out-of- turn card. This can lead to players having their turns skipped. §Rule 3: A player must announce “Last card” when she has only one card left. If someone else calls it first, she must draw two cards (bringing her total number of cards to three). 8
  • 9. Prof. Pier Luca Lanzi And now playtest …
  • 10. Prof. Pier Luca Lanzi But watch out for playtesting flukes • A strange shuffle or other external force can cause one playtest of the game to be very different from others • You must playtest several times to ensure that you experience an average playtest and not a fluke • However, you must also note any flukes that happen because they can also happen to players 10
  • 11. Prof. Pier Luca Lanzi Bartok: Asking the Right Questions • How did the single rule change the game? • Have the answers to your questions changed? §Is the game of the appropriate difficulty? §Is the outcome of the game based more on strategy or chance? §Does the game have meaningful, interesting decisions? §Is the game interesting when it's not your turn? • Discuss the changes to these answers for each of the three rules • Changing a single rule can have a drastic affect on the feel of the game! 11
  • 12. Prof. Pier Luca Lanzi Bartok: Making Your Own Rules • Now, how do you want the game to feel? • Try designing a rule to make the game feel more like this specific emotion • Change only one rule at a time • Test with the new rule and see how it feels • You don't need to complete an entire game if the rule really doesn't feel right 12
  • 13. Prof. Pier Luca Lanzi definition of game 13
  • 14. Prof. Pier Luca Lanzi Definition of Game "A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978) "A game is a series of interesting decisions" – Sid Meier "A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008) "A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008) "A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions” - Keith Burgun, Game Design Theory (2013) 14
  • 15. Prof. Pier Luca Lanzi Bernard Suits's Definition "A game is the voluntary attempt to overcome unnecessary obstacles" – Bernard Suits, The Grasshopper (1978) • Attempt to create a definition that encompassed all kinds of games (Sports, Board Games, Make Believe) • Accurate definition of game, but doesn't teaching designers how to make good games • Referred to make believe as "open games" §A game with the sole goal of continuance of the game §However, some open games have other goals 15
  • 16. Prof. Pier Luca Lanzi Sid Meier's Definition "A game is a series of interesting decisions" – Sid Meier • States very little about what the word game means, but states a lot about his personal beliefs about what makes a good game • What makes a decision interesting? §The player has multiple valid options from which to choose §Each option has both positive and negative potential consequences §The outcome of each option is predictable but not guaranteed • Second designer's goal: interesting decisions 16
  • 17. Prof. Pier Luca Lanzi Tracy Fullerton's Definition "A game is a closed, formal system that engages players in a structured conflict and resolves its uncertainty in an unequal outcome" – Tracy Fullerton, Game Design Workshop (2008) • Not just a definition of game, but also a list of elements that designers can modify §Formal elements §Conflict structure §Uncertainty §Unequal outcome 17
  • 18. Prof. Pier Luca Lanzi Jesse Schell's Definition "A game is a problem-solving activity, approached with a playful attitude" – Jesse Schell, The Art of Game Design (2008) • The playful attitude of the player defines a game §Two runners are in a race §One is running a normal race §The other is aware that there is a bomb at the finish line that she must defuse §Only one of the two is playing a game! • Third designer's goal: lusory attitude §From the Latin word for play, training, & sport, Ludus §Games should encourage the lusory attitude of players 18
  • 19. Prof. Pier Luca Lanzi Keith Burgun's Definition "A game is a system of rules in which agents compete by making ambiguous, endogenously meaningful decisions" – Keith Burgun, Game Design Theory (2013) • Specific terms §Ambiguous: predictable but uncertain §Endogenously Meaningful: meaningful in the game system • Intentionally limited §Much more restricted definition than Suits or Schell §Omits play activities like make believe and competitions of skill (including sports) • Burgun attempts to restrict the definition to make it easier to understand the bounds of the field 19
  • 20. Prof. Pier Luca Lanzi The Nebulous Nature of Definitions • Humans have several needs that are met by games • Structured conflict §Chess players don't want to engage in any cerebral activity, they want to experience the specific challenge of chess • The experience of being someone else §Games, make believe, and even stage plays allow people the chance to experience being someone else • Excitement §Most popular media is about excitement in one form or another §Interactive media allow players to actually take part in the excitement §Players have agency in the media that they experience 20
  • 21. Prof. Pier Luca Lanzi Why Are Definitions Important? • Definitions help you understand what people expect §Especially true if you're working in a specific genre or for a specific audience. §Understanding how your audience defines the term will help you to craft better games for them. • Definitions can lead you to understand not only the core of the defined concept but also the periphery. §Games that fit the definition perfectly, and those on the edge §The peripheries are where new genres can be created • Definitions can help you speak eloquently with others in the field. §You should also read the source material for all of these definitions to expand your understanding of game design 21
  • 22. Prof. Pier Luca Lanzi http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org