Week 2
— GAD171 —
— GAD171 —
Modifying an existing game creates a useful introductory point to the complex and interconnected systems that make up games and the resulting influence they have on player experience. Modifications allow you to experiment and alter specific areas and systems without having to build the game from the ground up. Level designers have well developed assets to work with and designers have existing systems to build from, or new ones to align with those that already exist. These addons or modifications sometimes happen after a game projects’ initial development, a period of development that often gets omitted in production discussions.
This process will introduce you to the systems that underpin all games and how to collect and accurately interpret testing outcomes to balance and refine these systems. This also serves as a representation of standard game design teamwork, where you may be assigned a small or specific facet of an overall game. Your control over the project as a whole may be limited and what you design must fit within the parameters determined by others. Working to specifications to ensure smaller components fit into the larger whole are required for all game design, regardless of project or team size. Historically, making mods has also served as a useful starting off point for unique concepts (e.g. Dota, DayZ).
You will work in pairs, or small teams, as assigned by your facilitator.
You will work with games and systems supplied by your facilitator.
You must manipulate gameplay balance/rules/mechanics to create a unique intended experience. These changes need to be deliberate and justifiable.
You will make predictions of how these changes will affect the gameplay experience and, through an analysis of testing, reflect on those predictions.
You must use mathematical concepts for your gameplay balance modifications e.g. curves for power growth, probability for dice rolls.
You must use statistics and probability concepts in your prediction, collection, and interpretation of testing data.
You will use industry standard project management tools and processes, as prescribed by your facilitator, to track your project and contributions.
You will pitch a suitably scoped game modification outlining the mechanics/systems to be modified and projections for how this will affect gameplay.
You will submit an iteratively modified version of your chosen game as a rulebook.
You will report your predictions and reflect on your outcomes based on testing data collected.
Process:
Play and discuss a selection of games with your group members.
Make notes on how clear the rules and game artefacts are, i.e. how easy it is to understand how to play the game.
Submit notes from this session focusing on how the games’ systems influence the game’s feel.
Brainstorm concepts for your modification, informed by the games you played.
Perform an early playtest based on your modifications.
In groups, develop a pitch deck.
MILESTONE 1: Pitch
Pitch a modification of a game using a prescribed game design framework (e.g MDA).
Process:
Maintain a Google Doc that clearly shows individual contributions containing:
A comparison between current balance values and mechanics/dynamics and your proposed changes.
A prediction for how this will impact gameplay.
The Monty Hall Problem
Today was the day we pitched our game modification ideas to the class. My group, which included me, Tabi and Frazer, came up with a few ideas for our chosen game, 'Settlers of Catan', which included