How to make a Game? The Easy Way

Why make a Game?

  • Why do you want to make a game?
  • Why do you need to make a game?
  • With who will you make it?
  • For who will you make it?
  • Take your 3 favorite games.
  • What would you remove?
  • What would you add?
Balance
  • Do you consider your favorite games Balanced?
  • In Difficulty?
  • In Tempo?
  • Are they balance for the whole game?
  • At some point?
  • How irregular are they?
  • What are the greatest factors of imbalance?
  • How much do they hinder the game?
Customization
  • Are these games customizable?
  • Can you create a Character?
  • Can you create a Story?
  • Can you build a tool/item/settlement?
  • Can you use vehicles?
  • Can you play other games inside the main game?
  • How much of the game is Compulsory?
  • How much of the game is Facultative?
  • Can you play the game without playing the Main Quest at all?
Replayability
  • Are there different Outcomes?
  • Are there different Endings?
  • Are there branched Outcomes?
  • Are there Choices?
  • Can you see the impact of these Choices?
  • Will you replay the game as soon as you finished it?
  • How long is the game?

What Interests You?

Balance & Interest
  • Do you want to introduce new Win conditions?
  • Ones that are not based on Competition?
  • Only on Collaboration?
  • Do you want to create a game where Luck plays only a minimal role?
  • Do you want to create a create with little to no randomness?
  • Do you want to make the simplest game possible without scarifying interest?
  • Do you want to make the Easiest game possible without scarifying Fun?
Customization & Framing
  • Do you cook?
  • Do you always follow the recipe?
  • Do you enjoy experimenting?
  • Do you want your players to experiment?
  • Will your game be based on finding new rules?
  • Will your game be based on breaking the game?
  • Do you leave room for players to invent their own formats/versions of the game?
  • What’s the frame of the game?
  • What freedom do the players have within that frame?
  • How can they expend the frame?
Replayability
  • You have unlimited Time…
  • How many times a day/week/month/year would you play this Game?
  • With what kind of player will you play it?
  • With who will you play it?
  • Where would you play it?
  • Where else would you play it?
  • What kind of extensions do you imagine?
  • Is the game enough as a standalone?

What Interests the Public?

  • Fun.
  • Place the Fun where it can’t be missed.
  • Provide diverse/individual sources of Fun.
  • Attention.
  • Allow them to make the Game theirs.
  • Allow them to make the Victory theirs.
  • Consistency & Consequences.
  • Link the Players fate.
  • Unite Players before fatality.

What didn’t work?

  • Why test with your Team?
  • Why test with an external test group?
  • You are habited to the game, they aren’t.
  • What will you remove?

How do you Win?

Win Conditions
  • Do you need to Reach a Number?
  • Up to 21?
  • Down to 5?
  • Is the number 0 the end of the game?
  • Do you need to gather pieces?
  • Assemble a figure/form/construct?
  • Combine the pieces of a whole?
  • Should you Place a component in a specific Area?
  • Place an amount of counters in a specific Area?
  • Should you protect or thwart?
  • Destroy all enemy units?
  • Protect own units by the end of time limit?
Relationships
  • Collaboration
  • How can players help each other?
  • What advantage does it bring them?
  • Are there collaboration skills?
  • Are there cooperation bonuses/manœuvres?
  • Is Collaboration forced?
  • What is the input of each player on Collaboration?
  • Are there signs of reluctance?
  • Are there signs of enthusiasm?
  • Competition
  • How can players hinder each other?
  • What advantage does it bring them?
  • Are there competition skills?
  • Are there dissensions bonuses/shenanigans?
  • Is Competition forced?
  • What is the input of each player on Competition?
  • Are there signs of reluctance?
  • Are there signs of enthusiasm?
  • Survival
  • Do we need to survive a Number of Turns?
  • What is the Time Limit?
  • What can affect the Time Limit?
  • Do we need to make Other players lose?
  • Do all the players need to survive for you to win the game?

What are the other Rules?

We know how to Win…
How do we play?

Balance
  • Where do we start?
  • What’s the Threat?
  • Why are we here?
  • Difficulty
  • What are the players constrains?
  • What are the inerrant hindrance the game creates?
  • What is the input of each player on the Starting Point?
    • Are there signs of reluctance?
    • Are there signs of enthusiasm?
  • What is the input of each player on the Ending Point?
    • Are there signs of reluctance?
    • Are there signs of enthusiasm?
Customization
  • Where do we start?
  • Do the Players choose?
  • What’s for them in this location?
  • Resources
  • What are the resources in the location?
  • What are the resources in the following locations?
  • Do all the players have access to all information at all time?
  • Who has access to information?
  • How can they acquire new resources?
  • What are the means of exchange?
  • What are the currencies?
Replayability
  • Where do we start?
  • Is it a different place every time?
  • Where does it lead?
  • Tempo
  • What’s the time limit of each turn?
  • Can you extend/reduce this time limit?
  • What’s the main time constrain?
  • How can you impeach another player to play?

Why add Subgames & Mini-Games?

Your Game is a Room.
In this Room are multiple mini-rooms.
What’s in these rooms?

Balance
  • What’s the difficulty level?
  • Are there multiple difficulty levels?
  • What are the Rewards from Mini-Games?
  • Do they help you in the main Game?
  • Is the Mini-Game inclusive enough?
  • Is it boring some of the players?
  • How many?
  • Should you include Enigma & Riddles?
  • Should you include Puzzles?
Customization
  • What are your Players preferences?
  • Is one of them Thievy & Sneaky?
    • Prepare an Infiltration or an Impersonation Mini-game
  • Is one Strong & Agile?
    • Prepare a Fight or a Survival Level
  • Is one Cunning & Brilliant?
    • Prepare an Enigma or a Negotiation Quest
  • Have some Cake for everybody.
  • What kind of Enigma & Riddles will engage all players?
  • What kind of Puzzles will engage all players?
Replayability
  • Are the Mini-games linked to the main Game?
  • Can you test all of them in 1 Session?
  • Can you test all of them with 1 Character?
  • How Enigma & Riddles increase the game’s lifespan?
    • New zones
    • New items
    • New characters
  • How Puzzles increase the game’s lifespan?
    • New zones
    • New items
    • New characters

Can you create a Character?

Balance
  • Are there some better Classes?
  • Allowing every player to use the same tools will hinder diversity.
  • Justify your discriminations.
  • Discriminations are made to create Diversity.
  • They should also be used to create Replayability options.
  • If they players wonder if they made the right choice by selecting this specific Class or Tool you may have made the right choice.
  • Allow them to reorient their strategy as the game unfolds.
  • But by allowing to preserve the core elements of their character.
Customization
  • This is the crucial part of experience Customization.
  • Generally, character classes are the way to go in term of predefined customization.
  • But you can go for other archetypes.
  • Create transversal items to push customization forwards.
  • These items can be used by everyone, but don’t make them essential or everyone will use them.
  • Choice v. Need is the dilemma here.
  • Keep the number of Necessary items as low as possible.
Replayability
  • Different character types allow your players to have different games.
  • Consider that most players will not enjoy classes/types that are too different from their favorite one.
  • Creating a progressive & transversal panel of classes is a good option.
  • This way you allow every player yo access 4-5 different classes while maintaining their main identity element.
  • Transversality is the way to entice players to try new character types.

Integrating Storytelling to the Gameplay

  • Integrate storytelling to the Gameplay to enhance your game’s consistency.
  • You found a new item.
    • Who did it belong to?
    • How will you use it?
  • This mountain’s inhabitant are agressive toward you.
    • Why?
    • Who caused their defiance?
    • Why do they see you as someone similar to this person?
  • A new character joins your team.
    • What’s her interest in doing so?
    • What does she answer/show you?
    • What does she hide you?
    • How does she act towards/interact with others?
    • Can you observe her?
  • Diversify Interaction options.
    • Speak/Sing with/Tell/Order/Shout/Call/Summon
    • Watch/Observe/Scrutinize
    • Touch/Push/Hold
    • Smell/Taste
    • Infuse/Chanel/Canalize
    • Serve/Help/Assist
    • Run Away/Flee/Escape
    • Hinder/Impeach/Attack
  • More Options will allow you to access new zones & discover new information.
  • You will need a few rules to understand your Game.
  • The Public will need a few rules to understand your Story.
  • You can go for 1 rule per Chapter/Setting/Level.
  • Or for 10 rules for the whole Game/Story.
  • Keep it at 20 rule maximum.
  • And 5-words Phrases max.
  • A Sample Table of Rules:
    • Everything has a Purpose
    • Your Team is United
    • Living beings strive to Grow
    • Sun brings Hope
    • Hunger Gathers us
    • Play with Fire
    • Run through Seas & Skies
    • Temperance soothes the Mind
    • Ponder through Time
    • Follow the Footprints of the Survivors
  • These rules are different from your Win Conditions.
  • However the Players will use them to Win.

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