Recording: 1013 Week3 Pass Go and Collect A Prototype
Duration: 101.53333 Minutes
c8169560-6563-4395-8f2c-988611bfdc7c
ANNOUNCEMENT
Reminders
Assignment Overview:
o The assignment involves critically thinking about game mechanics in board
games and their translations to video games, and vice versa.
Choosing Games:
o Students are encouraged to pick a board game that has been converted into a
video game, and a video game that has been converted into a board game.
Examples:
Examples of games for comparison include D&D and Baldur's
Gate 3, as well as Discord games like chess, checkers, and poker.
Play Both Versions:
o Students are advised to play both the physical and digital versions of the chosen
games to make accurate observations.
Analysis Questions:
o The assignment requires students to analyze mechanics, consider one-to-one
translations, identify any omitted mechanics, and assess the effectiveness of
added mechanics.
Elements Gained and Lost:
o Students should identify elements gained or lost during translation, such as
social aspects in virtual board games.
Fun Factor:
o Students are asked to express which version they find more enjoyable, along
with justifications.
Examples of Games:
o Provided examples of board games (Ascension, Magic the Gathering, etc.) and
video games (Slay the Spire, The Witcher series, etc.) that have been converted
or are convertible.
Avoid Using Tabletop Simulator:
o Students are advised not to use Tabletop Simulator as an example, as it allows
for too much customization and doesn't provide an existing framework for
analysis.
Assignment Details:
o The assignment is expected to be 2-4 pages in length, double-spaced, and is
worth 10% of the course grade. The due date is specified as Sunday.
Submission Format:
Students are instructed to submit the assignment as a PDF, rather
than a Word document.
Soft Due Date
o The instructor suggests having the assignment ready by Tuesday or Wednesday
of the following week, even though it's considered a "soft due date."
Submission Components:
o Final project submission includes a playable prototype and a short written report
or narrated video. The report or video should cover specific aspects.
Core Mechanics and Support Features:
o Describe the central mechanic of the game and any secondary mechanics that
support it. Also, highlight environmental or level design elements that enhance
the core mechanic.
Iteration and Progress:
o Stress on the importance of iterative development. Midterm and final prototypes
should show clear evidence of progress and improvement.
Choice of Game Engine:
o Students are free to choose any game engine they are comfortable with.
Assistance is available for engines like Unity, Unreal, and GameMaker.
Final Report:
o A separate report, focusing on critical thinking, is required at the end of the term.
It should highlight successes achieved in the final prototype, as well as elements
from the course that were instrumental.
Feedback and Improvements:
o Students are encouraged to provide constructive feedback on the course.
Specific suggestions for improvement are welcomed.
Formatting and Length Guidelines:
o Final reports should follow proper essay format, avoid redundancy, and include
images. The report should be between six to nine pages, double-spaced.
Upcoming Course Content:
o Provides an overview of the upcoming course content, including tutorials,
playtesting, and prototype demos.
Advice for Prototypes:
o Emphasizes the importance of clear control schemes and visible goals in
prototypes to enhance player experience.
Project Proposal Overview:
o Introduces the concept of creating a game design overview for an upcoming
single-mechanic prototype. Emphasizes the importance of focusing on a single,
realistically prototyped mechanic within the given time frame.
Proposal Document Sections:
o Outlines the required sections of the proposal document, including an overview
of the game loop, core mechanic idea and premise, and any supporting
mechanics.
Final Video Length Requirement:
o Specifies that the final video showcasing the prototype should be between 4 to 6
minutes, including narration or reading of the proposal document.
Clarification and Questions:
o Encourages students to reach out via email if they have any questions or need
further clarification regarding the term project or any other topics discussed in
class.
LECTURE
Game prototyping and design principles:
o Purpose of Prototypes:
Prototypes serve as original models to build upon, whether physical or
virtual. They allow for iteration, testing feasibility, and evaluating user
experience.
Target Audience for Prototypes:
o Prototypes benefit the team, helping them stay on task and improving
collaboration. They are also crucial for investors who want to see a proof of
concept before investing further.
Rule of Loop:
o The more iterations and testing, the better the end product will be. This involves
making incremental changes and improvements based on user feedback.
Limiting Factors for Iteration:
o Time and budget constraints can limit the number of iterations possible. The
suggestion is to optimize for the limiting factor, making each iteration count.
Knowing When to Stop:
o Knowing when to stop iterating depends on factors like budget, time, and user
feedback. If playtesters consistently have no suggestions for improvement, it
might be a good stopping point.
Good Prototyping Principles:
o Iterating one element at a time allows for clear evaluation of its impact. Changing
multiple aspects at once can make it difficult to determine which change had a
positive or negative effect.
Iterative Design and Mechanics:
o When adding mechanics, it's important to iterate through them one at a time to
understand their impact on gameplay. For example, adding a double jump might
make the game too easy.
Unintended Consequences:
o Changing one aspect of the game can unintentionally affect other elements.
Iterating one item at a time helps identify and address these issues.
Avoid Perfectionism:
o During prototyping, don't get bogged down by perfectionism. Focus on
functionality first and worry about quality later. It's important to share rough work
for feedback.
Communication is Key:
o Effective communication with teammates and playtesters is crucial. It ensures
everyone is on the same page and helps in gathering valuable feedback.
Be Unattached to Ideas:
o Don't be too attached to your ideas or mechanics. If something doesn't work, be
willing to iterate or discard it.
Prioritize Functionality:
o Focus on getting core mechanics working before adding aesthetic elements.
Functionality is more important in the early stages of prototyping.
Parallel Prototyping:
o In some cases, parallel prototyping can be effective. It involves assigning
different groups to work on specific elements and then comparing the results.
Build the Toy First:
o Ensure that the core mechanics of the game are fun and engaging before adding
additional features or aesthetics.
Preparing Your Audience:
o Provide critical information to playtesters to help them understand how to interact
with the prototype. Keep it simple and avoid overwhelming them with
unnecessary details.
Avoid Too Many Placeholders:
o While placeholders are common in prototypes, it's important to strike a balance.
Too many placeholders can be confusing and detract from the testing
experience.
Use Real Placeholders:
o Whenever possible, use placeholders that reflect the general style and shape of
the final product. This helps playtesters get a clearer picture of the intended
design.
Importance of Icons:
o Icons play a crucial role in user interface design. They provide visual cues and
help users navigate the game. Well-designed icons can enhance the user
experience.
Post-Law and Communication:
o In online communication, it can be challenging to discern sarcasm or jokes
without explicit indicators like emojis or tone markers. This emphasizes the
importance of clear communication
Aspects of digital item development, with a specific focus on video games and user
interface design:
Icons for Digital Items:
o Icons help identify various elements in a digital interface, such as menu or
dropdown options.
Don't Stress About Code Perfection:
o It's advised not to overly stress about writing perfect code initially. Focus on
getting the code down and refine it through iterations.
Start with Pencil and Paper:
o Before writing code, it's recommended to sketch out UI screens, objectives, AI
states, maps, and other elements on paper or using digital tools.
Focus on Scenarios for Debugging:
o Emphasis on testing specific scenarios for faster debugging, ensuring all code
paths and objectives return expected values.
Ensuring Traversal Mechanics:
o For games involving traversal (e.g., platformers), ensure that all areas of the level
are accessible, and there are no areas where players get stuck.
Avoiding Frustrating Puzzles:
o When implementing puzzles, ensure that solutions are clear and the game
provides feedback when a puzzle is solved.
Example of Hello Neighbor:
o The video discusses the game Hello Neighbor, highlighting what went wrong in
its development, such as nonsensical puzzles, frustrating gameplay elements,
and lost focus.
Hello Neighbor AI:
o The AI in Hello Neighbor is detailed, with different states like idle, hunt, and
attack. The AI adapts based on player behavior, creating a dynamic experience.
Initial Development and Prototypes:
o Dynamic Pixels, the developer, started working on Hello Neighbor around 2013-
2014. Early prototypes demonstrated the core concept of a break-in style game.
Vertical Slice Gameplay:
o The discussed video shows a possible vertical slice, a pre-recorded sequence to
showcase gameplay. The effectiveness of the AI and gameplay elements is
evaluated
Evolving development process of the game, showcasing both promising elements and
areas that require improvement:
Horror Game Design:
o The importance of creating a feeling of unease and suspense in a horror-based
game to indicate the player is on the right track.
Alpha Builds and Popularity:
o In 2016, four alpha builds of the game were released, gaining popularity,
particularly on YouTube, due to dynamic pixels distributing alpha keys.
Pre-Alpha Introduction:
o The pre-alpha introduced players to the neighbor's house, emphasizing curiosity
and exploration. It featured a basic introduction to the main antagonist.
Alpha 1:
o Alpha 1 maintained similar mechanics to the pre-alpha but with fewer bugs. It
added a cutscene for player introduction, tasks, and a tutorial-like sequence.
Introduction in Alpha 1 vs Pre-Alpha:
o Comparisons were made between the pre-alpha and Alpha 1 introductions,
highlighting differences in storytelling approaches.
Alpha 2 Changes:
o Alpha 2 introduced a player model, but issues with hand placement and collision
were noted. It featured changes in mechanics like item interaction and
movement.
Shift in Art Style:
o The art style transitioned from slightly Tim Burton-esque to a more cartoonish
aesthetic, which altered the game's atmosphere and tone.
Emphasis on Parkour:
o Alpha 2 indicated a shift towards parkour mechanics, with platforming becoming
a central focus. However, challenges were noted due to bugs and janky
movement.
Nighttime and Bigger House in Alpha 3:
o Alpha 3 introduced a constantly nighttime setting and expanded the size of the
house, offering more areas for exploration. However, issues with the neighbor's
AI were observed.
Exploration and Puzzles:
o The game heavily relied on exploration to find key items, but it led to frustration,
especially when coupled with parkour mechanics. The introduction of
nonsensical and convoluted puzzles was highlighted.
Alpha 4 and Declining Quality:
o Alpha 4 introduced more rooms and expanded the house further, but it also
showcased a decline in the quality of the game. The neighbor's AI behavior and
puzzles were criticized.
Puzzles and Gameplay Frustrations:
o Specific puzzles were critiqued for their complexity and lack of intuitive solutions.
Some puzzles required obscure actions, leading to player frustration.
Loss of Focus and Neglect of AI:
o The development shifted focus from refining core mechanics to altering
aesthetics and introducing new features. The neighbor's AI behavior became less
of a priority.
Introduction of Abilities:
o The introduction of abilities was not well-communicated to players, leading to
confusion and frustration, particularly in the basement sequence.
The development and design issues in a game called "Hello Neighbor":
Loss of Genre Focus:
o The game introduced unnecessary abilities like super jumps and crouching,
which deviates from the original genre of the game.
o Adding trendy elements and features can age a game and distract from its core
concept.
Neglect of Core Mechanics:
o The developers focused on changing aesthetics rather than fixing existing broken
mechanics, causing a decline in overall quality.
Overemphasis on Parkour:
o The game started to prioritize parkour elements, which didn't work well due to
underlying buggy physics.
Convoluted Puzzles:
o Puzzles became overly complex and lacked logical solutions, frustrating players
and diminishing the gaming experience.
Nonsensical Lore:
o Developers introduced extensive lore to compensate for puzzle difficulties, but it
didn't address the core issues.
Chasing Trends:
o Developers started to incorporate trendy elements and features, which detracted
from the original vision of the game.
Neighbor AI Issues:
o The neighbor's AI behavior became inconsistent, making encounters with the
neighbor less impactful and more frustrating.
Inadequate Testing:
o It's suggested that the developers may have bitten off more than they could chew
in terms of game design, leading to these issues.
YouTube Marketing:
o While YouTube marketing is effective, it's important to find the right balance to
avoid oversaturation and maintain interest over time.
Avoid Padding Gameplay:
o Padding gameplay with overly difficult or convoluted tasks can lead to player
frustration and is generally considered poor game design.
Importance of Clear Game Mechanics:
o Emphasizes the need for clarity in game mechanics, especially in ability-based
games like double jumps. Clarity ensures players understand how to interact with
the game.
Prototypes:
Prototypes:Early versions or mock-ups of a video game that are created during the initial
stages of development. They serve as a foundational framework to test and validate
various aspects of the game concept before investing extensive time and resources into
full-scale production.
Proof of Concept: Prototypes are created to validate the core concept and mechanics of
a game. They help determine if the game idea is fun, engaging, and technically feasible.
Focus on Gameplay Mechanics: Game prototypes primarily emphasize the gameplay
elements. This includes movement controls, interactions, game objectives, and any
unique features that define the player's experience.
Simplicity and Functionality: Prototypes are typically minimalistic in design. They don't
have polished graphics, complex animations, or detailed sound effects. Instead, they
focus on demonstrating the basic functionality and flow of the game.
Rapid Iteration: Creating prototypes allows developers to quickly test different ideas and
iterate on them. This iterative process helps refine and improve the game's mechanics
and overall experience.
User Testing and Feedback: Prototypes are often shared with a select group of
playtesters or stakeholders. Their feedback is invaluable in identifying strengths,
weaknesses, and areas for improvement.
Risk Mitigation: Building a prototype helps identify potential technical, design, or
gameplay challenges early in the development process. This allows the development
team to address these issues before they become major obstacles.
Resource and Time Efficiency: Creating a prototype is generally less time-consuming
and resource-intensive compared to full-scale game development. It allows the team to
experiment with ideas without committing extensive resources upfront.
Types of Prototypes: There are different types of game prototypes, including paper
prototypes (sketches or physical representations of game elements), digital prototypes
(basic interactive versions of the game), and vertical slices (more advanced prototypes
that showcase a specific portion of the game in greater detail).
Pitching and Funding: Prototypes can be used to pitch the game concept to potential
investors, publishers, or stakeholders. A well-executed prototype can effectively
demonstrate the game's potential and generate interest.
Evolution into Full Development: If a prototype proves successful and garners positive
feedback, it can serve as the foundation for full-scale development. The lessons learned
from the prototype phase inform the development of the final product.
Importance of Intuitive Controls:
o Emphasizes the need for intuitive control schemes in game design to ensure that
players, even those unfamiliar with gaming, can easily understand how to interact
with the game. Avoiding Programmer Playtesting:
o Advises against having the programmers of a game playtest their own creations
exclusively, as they are already familiar with the controls and mechanics.
Tutorial Design and Best Practices:
o Highlights the importance of clear, readable, and simple tutorials. Suggests using
color, sound, and lighting cues to communicate important information to players.
Setting Clear Goals:
o Stresses the need for clearly defined goals in a game, such as reaching a flag or
defeating an enemy, and ensuring that players understand what is expected of
them.