- 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
- Define up to 10 Core Rules.
- Create 4 Characters.
- Give them a Goal, a Behavior & a set of Skills.
- Create 3 to 6 Levels.
- Define each Level’s Function & Atmosphere.
- 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.
Role | Trait 1 | Trait 2 | Trait 3 | Name | Goal | Main Skill | 2nd Skill | Minor Skill | Quirk | Comfort | Crisis |
---|---|---|---|---|---|---|---|---|---|---|---|
Enticer | Entertaining | Confident | Generous | ||||||||
Manager | Empathetic | Individualist | Providing | ||||||||
Strategist | Competitive | Curious | Learning/Sharing | ||||||||
Reliable | Assertive | Relentless | Protective | ||||||||
Advisor | Pondering | Temperate | Self-Aware | ||||||||
Exemplar | Dedicated | Participative | Leading |
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.
Level | Function | Atmosphere | Color | Climate | Forms | Quirk | Inhabitants | Plants | Landmarks | Items |
Rest | ||||||||||
Pondering | ||||||||||
Research | ||||||||||
Combat | ||||||||||
Game | ||||||||||
Negotiation |
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.
Stories | Issue – Discovery | Resolution – Discovery | Outcome – Discovery | I – Development | R – Development | O – Development | I – Conclusion | R – Conclusion | O – Conclusion |
Discovery | |||||||||
Collect | |||||||||
Transport | |||||||||
Defeat | |||||||||
Protect | |||||||||
Escape | |||||||||
Investigate | |||||||||
Negotiate |