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Gregory Avery-Weir
(The participants flesh out their concept, letting their player enter numbers on keypads [using a physical keypad or an on-screen touch keypad] to control ship systems and exploring space in an abstract way by choosing from a limited selection of next destinations. I suggested incorporating the time dilation of the black hole to make the time pressure more interesting.)
You pick a bunch of magic numbers while developing; are they the right magic numbers?
Make sure you have the essentials:
Go through must-have checklists like Rock, Paper Shotgun's "Complete Rules for Games" and Earnest Adam's "Bill of Player Rights"
(Thanks to Martin Jonasson & Petri Purho for "Juice It or Lose It")
Juice is stuff that makes the game seem more responsive to the user. It gives events and actions weight without a lot of art assets or new mechanics.
Definition (for this talk only):
Your mechanics should support your concept.
Make your core mechanics have interesting consequences.
How does the player cause action?
Buttons? Joysticks? Mice? Motion controls?
Samus shoots:
Guybrush talks:
Thanks to Anna Anthropy for "To the Right, Hold on Tight"
( http://auntiepixelante.com/?p=465 )
Thanks to Anna Anthropy for "Into the Pyramid"
( http://auntiepixelante.com/?p=459 )
Breakable bricks
Open path
Concept
Result
One block high
"I'd like to do a game similar to 'Majesty' but call it 'Medieval Majesty'."
"I'd certainly be interested in discussing the "Medieval Majesty" concept. What is it about Majesty of Colors that you'd want to carry over into the new game? I'd want it to be more than just the original game with knights and dragons instead of soldiers and helicopters. :)"
"Yes, I'd want the game to be much more than just 'MoC' with Knights and Dragons. I'd want it to be a cool game play experience that takes the best of 'MoC' and improves on it."
(The participants design a challenge where the player can risk entering a less-time-dilated area of the ship, losing more time before the ship enters the black hole, in order to get a needed code. Alternately, they could take more time in the "safe" area to bring the code closer to them.
They also designed an adversarial robot that can't do CAPTCHAs and is forcing the protagonist to do them for its own end.)
(The participants brainstormed ideas and chose one about escaping a black hole while blocked by malicious CAPTCHAs.)
Future Proof Games
Image by Tom Mooring
"On the topic of emotions, The Last of Us [did a good job]."
"I was playing Alpha Protocol and I got stuck. There was one scene in the middle I could just not get by. How do you fix that?"
"I believe it was Valve that collects statistics on their games on where people die a lot or get stuck and would release patches."
"As you're going through defining [the game], is there ever a point when you let that modify the original concept of the game?"
"I've played Mario Brothers countless times and never thought about it that way. Do you think they sat in a room and were like, this is what we want them to do for that part?"
"As far as skipping side things, I see a couple of different games that have minigames. When you're talking about what is the core of this game they'll throw in stuff like minigames that's not part of the core so they let you skip that stuff."
"What's the... game where you can reverse time? ...Braid, I think, was an excellent example of mood."