Title: Brainstorming and Focus
1Brainstorming and Focus
- Game Design
- Vishnu Kotrajaras, PhD
- ajarntoe_at_gmail.com
23 sources of starting points for making games
- Gameplay
- Technology
- story
3Crude Example If start from story
- Say, Greek god mythology
- Not
- Strategy no such things from greek myth.
- Real-time-strategy too few characters.
- Is
- Action
- Adventure
- RPG
- Then, technology is important too
- 2D suitable for RPG.
- 3D for Greek Myth, must have outdoor scenes (not
all 3D engines can do that).
4Starting with Gameplay
- Easiest way.
- Then decide on the technology
- 2D or 3D?
- Many things on screen at once?
- Large or small world?
- Is our programmers good enough?
- Need to redo the engine, is there enough time (or
budget)?
5Starting with Gameplay(2)
- Decide on story.
- RPG you can tell a complex story.
- Strategy cannot have a very romantic story, but
the story can be complex.
6gameplay
Story added within or Between mission.
Ok, 3D map (rotatable)
7Starting with technology
- Use last games engine, same programmers, etc.
- New engine does something well.
- Then decide on gameplay around given engine.
- 3D engine needs 3D gameplay, 2D engine cannot
create 1st person shooter. - Quake engine is for 1st person shooting indoor.
- Half-Life creates outdoor and hand to hand, but
retains what Quake is good at.
8The cost is US 350,000 for one of the available
Unreal Engine 2 platforms, plus US 50,000 for
each additional platform. If you are making MMOG,
then parts of your subscriptions too.
Unreal Engine 2
Story is the last thing
Linage 2 gameplay
9Starting with technology(2)
- Then decide on story.
- Engine cannot handle outdoor no mountain
climbing. - No sound compression no long speech.
- Or the programmers must write them.
10Starting with story
- Then decide on gameplay.
- Battling monsters with friends 1st person.
- Talking a lot RPG
- Text parser or choice.
- Story of war Strategy
- General view or soldier view.
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12Starting with story(2)
- What about technology?
- May need to implement new technology or new
mechanics - Characters walk up to talk to people when forced
speech is needed.
13Idea? Where? The practice
- Playing lots of games.
- Talking to people who have ideas for game
designs. - Ideas from sources unrelated to games may stand
out. - Everywhere. So you must have notes to jot down
close to you all the time. - Write down every idea that you can think of
during the next 5 days. - See if some of them evolve during these days. Jot
them down. - This method is a good way to train as a thinker.
- You will see result after one month.
- Just dont shut yourself down
- Organise your ideas. Must use database.
- Record good ideas, throw away bad ones.
14Brainstorming techniques for games
- How do you begin?
- Use the thing you love.
- Art, culture, nature, fantasy, hobby, dream
- Exercise
- make 5 binary trees, each has a root that
represents what you love. - Draw two branches from each root, representing
additional ideas you get from looking at the
root. - Repeat.
- Before growing branches, put some theme like
space to direct yourself towards your goal.
15Other techniques apart from tree
- list
- List out everything you can think of in a topic.
- Then create other lists on variation of that
topic. - Idea cards
- Write one idea on each card.
- Mix them in a bowl.
- Pick out more than one cards and group them.
- We will get different ideas this way.
16Other techniques (cont.)
- Shout it out
- Record with a recorder.
- Shout ideas out for 5 minutes.
- Then go back to the recorder to extract good
idea. - Write
- As much as you can, as fast as you can.
- Use 10 minutes only.
- Then stop and read over, extracting good ideas.
17Other techniques (cont2.)
- Randomise
- Open a dictionary, or books, then jot down the
first word you see. - Research
- Such as finding out how ants live.
18Things to do while generating ideas during
brainstorming session
- Do not stop to reorganise previous ideas until
you have run out of time creating new ideas. - Encourage wild ideas.
19Getting stuck
- Try a use ideas from a totally different source.
- Example Secret of Monkey Island swordfight
interface. - First, no idea.
- But the designer then remembered The Princess
Bride. - Swordfighting that involves talking more than
fighting. - Born, a talking fight was.
20The Princess Bride
My name is Inigo Montoya. You killed my
father. Prepare to die.
21Secret of Monkey Island
22Time limit for brainstorming.
- Maximum is 60 minutes.
- Dont push it beyond that, youll be too tired
and good ideas will be lost.
23Sometimes you can start with a more specific idea
- How can I make a board game that uses the
properties of magnets in an interesting way? - How can I make a videogame that tells the story
of Hansel and Gretel? - How can I make a game that feels like a
surrealist painting? - How can I improve on Tetris?
- How can I make a game that players create order
from a chaos of shapes? - How can I make a game that let opponents compete
and trade resources with each other.
Specific starting point makes for a clear goal
and better communication.
24Team brainstorming
- Never criticise any idea.
- Destroy free thinking.
- Your friend who is criticise may stop thinking
altogether.
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26Team brainstorming(cont.)
- Always tell everyone that any idea is fine. There
is no right answer. - Try every brainstorming methods, especially the
one you do not think will work for you. - See if you can get 100 ideas in 1 hour.
27Communicating with your team during brainstorming
- On big paper or on a whiteboard.
- This will allow more communication than writing
in small papers or just speaking. - Number your ideas.
- Ideas should be short but understandable.
- Do not refer to existing games.
- Write core ideas down. The ideas will be shaped
by the brainstorming process. - Good games that can be your inspiration should be
analyzed and the game components should be
recorded. We keep these for future references.
28Editing refining
- Do not do it on the same day as brainstorming.
- It is best to let 1 week pass.
- Avoid the habit of criticising.
- No additional new idea will be accepted.
- Give marks (1 - 10) to each idea.
- Only discuss the top ten.
29Editing refining (cont.)
- But do not bash the ideas. Discuss the strength
of each idea. - Narrow down to 3 ideas.
- Schedule another brainstorm session to get the
ideas of how to improve those 3 ideas. - Discuss and improve each idea. Narrow down to one
idea. - Repeat the steps with this one idea.
30Example shopping cart Deep dive
31Focus
- Better game arises through arguments.
- But the arguments can destroy the focus of the
game. - You must not lose track of why you are making the
game in the first place. - Focus what you think is most important about
the game.
32At first ask yourself (expected short answer)
- What in this game is most compelling?
- What is this game trying to accomplish?
- What sort of emotions is the game trying to
evoke? - What makes this game unique?
- What sort of control will the player have over
the game world?
33Lets say we are making this game
34Example ask yourself about the platform game
- What in this game is most compelling?
- Win against boss or clearing hard traps.
- What is this game trying to accomplish?
- Let players use skill such as jumping, climbing,
firing guns to pass obstacles. - What sort of emotions is the game trying to
evoke? - Let players feel they are adventuring in an
isometric 3D realistic world, with a bit of
sacred things.
35- What makes this game unique?
- Super hard traps!
- What sort of control will the player have over
the game world? - Jump, run, roll forward, plant bombs, fire
bullets, grab, climb, destroy things, lift
things.
36How much should you write?
- Depends on whether the chosen detail is a
must-have content for the game. - In the example
- 3D isometric environment is a must-have too, so
it was written down. - If we lose something and the game will not be the
game as we want it, write that thing down in your
bullets.
37OK, once we get the focus, name the game
- Do not choose an idiotic name or unclear name
- For example, Tomb raider
- People may misunderstood
- Thought is is 3rd person view.
- Misunderstanding spread far and wide.
- Parts of the game, like an art, maybe tuned for
3rd person view, but it may look bad or
unrealistic in other viewpoints. - It will be too late when you decide to change the
name later.
38Tomb Raider search from google
39In focus, avoid referring to other games
- If your game is like Mario
- Break down and find the focus of Mario.
- Delete what your game does not have from the
focus of Mario. - Then add your own focus.
- You must do it this way in order to focus on the
good points of Mario. - Otherwise, you may lose track and just make a
Mario clone, with just minor things added on.
40Notes
- If your game has many modes
- One focus should apply to all the modes.
- If you are working with a small team
- You still should write things down.
- Because writing is always in front of you.
- Talk to your team and change focus until everyone
reaches an agreement.
41When will we use focus?
- Put the focus in front of your desk. Look at it
now and again to check if your prototype, coding,
or testing break it. - Change focus when necessary. For example, when
the game is no longer fun while the focus still
exists. - If the game is nearly finish, we cant normally
change things in time. Just do your best.
42Using focus (apart from keep referring back at it)
- Give it to marketing people.
- But must also gives comparisons to other games,
or the marketing people may not get the picture.