Games GDD
I learned a lot from the reading this week especially how certain aspects can help increase a games appeal and how good design can affect a game massively. Components can go a long way in determining how much a game is enjoyed some components that might help game design would be to make the tiles smaller than the spaces they are placed upon, use highly contrasting/distinguishable colors for player pieces, use shape as well as color to distinguish pieces, starting tiles should be back printed in a different color, use a legible and distinguishable font and avoid clutter.The design of the box has nothing to do with how the game plays but there are still issues to consider the first impressions of a game come from the box and so a good design will go a long way some examples of the box design that could make a game box look better would be to list the name of the game on the side of the box, make sure any "back of the box" photo shows a legal game position, print opposite sides of the box horizontally and vertically.
Designing cards have a lot of stumbling points even though you might think it would be easy it is not this probably explains why there are so many cards that are poorly designed the main consideration is in knowing how the cards are to be used players normally only see a small corner of each card and therefore is paramount it is difficult to design a user friendly presentation but some ways of helping to make a better design for cards would be to have all index cars on all four corners, use large indices, use a white border and include extra cards as a replacement. Theme is a huge part of games having the theme work with the rules rather than against them the way an item is themed reinforces the rules associated with it proper matching of a theme to the rules makes the game easier to understand. Writing clear rules to a games seems like it should be an easy task until you try it it is actually very difficult and one of the hardest things to get right no matter how good a job you do someone is going to misinterpret them there are some general principles that can help minimize problems which are blind test the rules, do not write intentionally vague rules, include a detailed list of components and include many examples. whether the rules actually state all the information necessary to play the game there are a number of common questions that many games fail to answer which are are a player's holdings private or public, are money/victor points public or private, are the number of cards in a player's hand public, when exactly does the game end, are fractions rounded up or down, what if a player has no legal move, who starts subsequent rounds, are ties broken, when do you reshuffle cards, is the component mix an intentional limit, is a player allowed to bid more money than she has and what happens if a player runs out of money during the game. I enjoyed this reading and have learned a lot about game design and how to better a game.
early stages of the design process of GDD- I learned a lot about the design process of GDD.
Design considerations- I learned a lot about what design methods I should consider for game design.
The art of game design-I learned about the art of game design.
I learned a lot from the reading this week especially how certain aspects can help increase a games appeal and how good design can affect a game massively. Components can go a long way in determining how much a game is enjoyed some components that might help game design would be to make the tiles smaller than the spaces they are placed upon, use highly contrasting/distinguishable colors for player pieces, use shape as well as color to distinguish pieces, starting tiles should be back printed in a different color, use a legible and distinguishable font and avoid clutter.The design of the box has nothing to do with how the game plays but there are still issues to consider the first impressions of a game come from the box and so a good design will go a long way some examples of the box design that could make a game box look better would be to list the name of the game on the side of the box, make sure any "back of the box" photo shows a legal game position, print opposite sides of the box horizontally and vertically.
Designing cards have a lot of stumbling points even though you might think it would be easy it is not this probably explains why there are so many cards that are poorly designed the main consideration is in knowing how the cards are to be used players normally only see a small corner of each card and therefore is paramount it is difficult to design a user friendly presentation but some ways of helping to make a better design for cards would be to have all index cars on all four corners, use large indices, use a white border and include extra cards as a replacement. Theme is a huge part of games having the theme work with the rules rather than against them the way an item is themed reinforces the rules associated with it proper matching of a theme to the rules makes the game easier to understand. Writing clear rules to a games seems like it should be an easy task until you try it it is actually very difficult and one of the hardest things to get right no matter how good a job you do someone is going to misinterpret them there are some general principles that can help minimize problems which are blind test the rules, do not write intentionally vague rules, include a detailed list of components and include many examples. whether the rules actually state all the information necessary to play the game there are a number of common questions that many games fail to answer which are are a player's holdings private or public, are money/victor points public or private, are the number of cards in a player's hand public, when exactly does the game end, are fractions rounded up or down, what if a player has no legal move, who starts subsequent rounds, are ties broken, when do you reshuffle cards, is the component mix an intentional limit, is a player allowed to bid more money than she has and what happens if a player runs out of money during the game. I enjoyed this reading and have learned a lot about game design and how to better a game.
early stages of the design process of GDD- I learned a lot about the design process of GDD.
Design considerations- I learned a lot about what design methods I should consider for game design.
The art of game design-I learned about the art of game design.
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