Game design with Noah Falstein, part 4: Brainstorming and extra tips

Meta-observation:

  • The best way to learn is by playing many games and learning from other designers
  • Game designers must also learn to observe themselves on many levels as they play
  • Some levels in playing/designing games: Mechanics, strategies, cheat/exploit, game design rules… but there are other ways to see it

Basic brainstorming:

  • Be aware of, but not shackled by constrains
  • Listen to what others say
  • Challenge assumptions – your own and others
  • Vary discussion of theme/story and gameplay mechanics (Important!)
  • Try to cross-fertilize ideas even (specially) when it seems absurd
  • You are finding new neural pathways
  • Mixing wildly different ideas or themes can create useful tension
  • Example: Art deco + bio-tech + Ayn Rand + 1960 + underwater = Bioshock
  • Ideas, not egos: Critique concepts, not people
  • Review constraints and question them too
  • Good, not escential, to have a reason why
  • Nothing is to odd or silly – low hit ratio
  • It’s normal to wander – some!
  • Best size around 5 +- 2
  • Common ground, divergent opinions
  • Avoid including managment directly (fear of firing, danger of deferring to boss)
  • Consider flied trips, resources, toys
  • Time pressure (optional)
  • No judgments (optional, useful for dealing with people that has never done brainstorming)
  • More than art as you gain experience

Great game elements (advanced techniques):

  • Classic convexity structure (Start wth one node, then many, then one again)
  • Appropiate inteface
  • Negative feedback (Handicap)
  • Self-tunning features
  • Emergent complexity (Overlap various game mechanics)
  • Great balance (tradeoffs again!)

Negative feedback examples:

  • Exponential costs (experience, money, etc)
  • Easier to aim after each failure or death
  • Selling items give you less money that what you originally paid for it
  • Stronger units are more restictive (specialized, only good against another specific unit, etc)

About Daniel Rodríguez

Game developer.Software Engineer at BioWare San Francisco. Founder of Silent Kraken.
This entry was posted in Game development and tagged . Bookmark the permalink.