Random Notes from Game Design Foundations 1. Highly recommended!
Game designer is like a architect - creates plans for others to execute
designer = architect
programmer = builder
artist = interior designer
Designers create rules.
Innovation is the key for your game to stand out.
Hint: Keep game diary and note your game ideas.
Games need conflict
What the game is about?
Every single feature or system should make the core stronger! Feature that don’t link to the core should be cut.
Pillars - what? how? why? explains the core in a bit more details - a kind of guide to focus on to make supporting the core easier.
Core Progression Loop - actions that join together and progress in the game (in RPG: get xp -> kill bigger monsters -> get even more xp).
Core Skill Loop - players progress by developing their skills.
Players want to progress in a game - that’s the core loop
Things players can do in a game.
Innovation - a new way to do something in a game.
If there’s nothing unique in a game - why make it?
Try to create one innovative thing that no other games like yours have done before.
Fight Feature Creep - select only the ones that make the core stronger and you have time to implement.
Revisit your core statement oftem If you change the core - revisit the features!
Mechanic - a set of rules that produce a certain outcome.
Game Dynamic - what happens to Mechanics when we add players.
One designs mechanics to achieve certain dynamics, but others will be a surprise.
Mechanics <- Dynamics <- System
A designer usually wants certain system and to achieve some dynamics. So a designer develops mechanics hoping to achieve the dynamics and systems.
Goals shouldn’t be hidden - players should know what to do.
Type of goals: