How to Improvise a Scalable Game?

  • You can Create a Game in a Day.
  • And then Expand in a Week.
  • Or in a Month, depending on your Attachment to this game.
  • Scalability is all about your will to Develop your Game.
  • All you need to provide in the 1st Day are the Essential Tools.

Summary – 6 steps to a Scalable Game

  1. Define up to 10 Core Rules.
  2. Create 4 Characters.
  3. Give them a Goal, a Behavior & a set of Skills.
  4. Create 3 to 6 Levels.
  5. Define each Level’s Function & Atmosphere.
  6. Associate 1 to 2 Adventures to each Level.
  • Games you are creating are Homes.
  • Games Players want to return to.
  • Start with a Simple System.
  • Make your Game Short & Stimulating.
  • And then, Expand it.



Your 10 Core Rules

What are the Essential Rules of your Game?

  • 3 Rules for Satisfaction from Struggle
  • Provide Clear ways to Outsmart the System.
  • Create Multiple ways to Defeat Enemies.
  • Allow Players to Learn from Failure by clearly exposing the Reasons.
  • 4 Rules for Satisfaction from Exploration
  • Present Dense Territories.
  • Create a clear Map.
  • Make Locations of Interests visible.
  • Define clear Limits to your Map.
  • 3 Rules for Crafting a Collective Story
  • The Players’ Decisions make the Story.
  • Give Players up to 3 clear Choices for each Situation.
  • Decision are limited by a pre-set of Skills.

You can start by copying the 10 Rules provided here & then refine them through your Games.

If you want to know more about Fulfilling Rules.



Your Characters

  • 4 Characters
  • 4 Characters = 4 Roles.
  • These Characters will need a degree of Complementarity.
  • Complementarity is essential for a Coherent Story & a Balanced Game.
  • The 4 Characters do not need to be part of the same Team.
  • And they cannot evolve in isolation.
  • Character’s Identity
  • Each Character needs a Goal.
  • Give each players up to 3 Skills.
  • A Main Skill, a 2ndary Skill & eventually a minor Skill.
  • Players can develop their Skills through the Story.
  • They can eventually acquire more.
  • Give them a Quirk.
  • Quirks are often Accessories.
  • It can be a Hairstyle.
  • It can be a piece of Clothing.
  • It can be a Tool.
  • They will need Behavior traits.
  • It can be 1 Strength & 1 Weakness.
  • Behavior traits allow the Player to know how the Character will act in a specific Situation.
  • There are 2 main types of Situations: Comfort & Crisis.
    • How will this Character act when she feels Comfortable?
    • How will this Character act when she feels in Danger?
  • Adding more Characters
  • A new Character arises when a new Need arises.
  • It may be a New Conflict.
  • Your Players may Need help.
  • Your Characters may Need help.
  • Help them through a Character.
  • She could be:
    • Presenting a New Level.
    • Presenting a New Game mechanic.
    • Or a New Rule.
  • Start by Picking 4 Roles out of the 6 Presented below.
  • And then, Introduce the 2 other Characters later in the Game.

RoleTrait 1Trait 2 Trait 3 NameGoalMain Skill 2nd Skill Minor Skill QuirkComfortCrisis
EnticerEntertainingConfidentGenerous
ManagerEmpatheticIndividualistProviding
StrategistCompetitiveCuriousLearning/Sharing
ReliableAssertiveRelentlessProtective
AdvisorPonderingTemperateSelf-Aware
ExemplarDedicatedParticipativeLeading
6 Roles – Templates

If you want to know more about creating more Characters.

Your Settings

  • 3 to 6 Setting
  • There are 6 main types of Levels:
    • Rest/Comfort
    • Pondering/Recollection
    • Investigation/Research
    • Combat/Racing
    • Trial/Puzzle/Riddle
    • Non-Violent Conflict/Negotiation
  • You can combine functions in a same level.
  • In the early stage it is easier to separate the 6 Functions in 6 different Levels.
  • Uniqueness
  • Your 1st Level needs to be Memorable.
  • How to make it Memorable?
  • You need 2 elements: Atmosphere & Quirks.
  • Give each level a specific Atmosphere.
  • A different Color.
  • A specific Climate.
  • Specific Forms & Shapes.
  • Integrate Quirks.
  • Quirks can be Landmarks.
  • They can be Items.
  • They can be the Inhabitants of this World.
  • Place different living creatures in each Level.
  • Expanding your World
  • Display all your Core Rules in the 1st Level.
  • Then, add 1 new Rule in every new level.
  • The most durable way yo expand a World is to introduce new Characters.
  • Characters make a World alive.
  • They create Complexity.
  • As you may want to keep your Game simple, in the early stages, be parsimonious.
LevelFunctionAtmosphereColorClimateFormsQuirkInhabitantsPlantsLandmarksItems
Rest
Pondering
Research
Combat
Game
Negotiation
6 Levels – Template

If you want to know more about Levels & Character’s Growth.



Your Stories

  • Conditional Stories
  • Create Conditional Stories.
  • Customizable Stories.
  • Create Possibilities for your Players to Play with.
  • Offer Choices to the Players.
  • 3 Choices Maximum for each Situation.
  • Display Consequences after they’ve chosen.
  • Display the Affinities of the Character they’re interacting with.
  • Offer a minimal level of Predictability.
  • Players should be able to predict the result of their Choices to some point.
  • 8 Stories
  • All your Trials are focused onto the Characters’ Survival.
  • Here are 8 Stories types you can use in any game:
    • Discover New Information/Item
    • Collect
    • Transport
    • Defeat
    • Protect
    • Escape
    • Investigation
    • Negotiation
  • Cycles
  • Start by creating the last Level.
  • Then design the 1st Level.
  • You need to display a clear relationship between 1st Level & Last Level.
  • All your Adventures will follow this Structure:
    • The Players come across an Issue.
    • It is Resolved.
    • The Outcome.
    • A New Issue is revealed.
StoriesIssue – DiscoveryResolution – DiscoveryOutcome – Discovery I – DevelopmentR – Development O – Development I – ConclusionR – Conclusion O – Conclusion
Discovery
Collect
Transport
Defeat
Protect
Escape
Investigate
Negotiate
8 Story Types – Template

If you want to know more about the 8 Stories types.


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