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Game Designer’s Diary. How to start publishing instead of dreaming

Бесплатный фрагмент - Game Designer’s Diary. How to start publishing instead of dreaming

For 3 game design documentation


Объем:
104 стр.
Возрастное ограничение:
0+
ISBN:
978-5-4493-3361-2
электронная
от 40
печатная A5
от 322

Game Designer’s Diary

Author’s note

At first i made this diary for myself to structorise my ideas. As creative persons my mind generate thousand ideas every day. So I was spending lots of time to note them all, and it wasn’t so necessary, because not all of them was good enough to be written and made. Then I understood that early structuralisation can resolve lots of problems. With that diary I was able to define the idea potential from the time it was born.

Now I have a plan for every new game idea, and a lot of them can be made, published and played by peoples all around the world.

So here we are.

It is my diary, ready for you.

And with some tips.

How to use

It’s quite simple. Just write all you need about your game in prepared fields.

GAME 1 _________________


Structorise your thoughts


Write your idea

Try to make it in 4—5 sentences, as laconic you are as clear is the idea

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Write the best genre for it:

You can even create new genre

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Write some games that may be similar

Better find some popular and well known

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Has a picture in your mind? Write the best setting and art-style

Try to figure it out for yourself why Sci-Fi (place any) is better that fantasy (place any) for you game

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Find core game cycle

What is the main goal for the player. To catch them all?

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Did your game need currency?

Hard, soft? Experience can be currency too.

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How will player progress?

Will he level up or polish his skill?

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PVE mechanics and features

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PVP mechanics and features

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Social mechanics and features

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Monetization mechanics and features

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Your own cool mechanics and features

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Time for a good story

“Story gives you escapism and reflection. It leaves you with something, in exchange for the time investment. Maybe it gives you a way to reflect on your own life and the relationships you have in it (like the way Life Is Strange does) or makes you rethink your place in a sometimes terrifyingly large world (see Mass Effect). Sometimes both.”
Eric Smith, author, literary agent, and co-founder of Geekadelphia


Protagonist. Your main best hero

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Antagonist. YOUR evil enemy

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A plot set-up

Viggo Tarasov: Why did you hit my son?

Aurelio: Because he stole John Wick’s car and killed his dog.

Viggo Tarasov: Oh.

John Wick (movie by David Leitch, Chad Stahelski)

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Endgame

Happy end or I’ll be back?

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Target audience

Achievers

Also known as “Diamonds”, these are players who prefer to gain “points”, levels, equipment and other concrete measurements of succeeding in a game. They will go to great lengths to achieve rewards that confer them little or no gameplay benefit simply for the prestige of having it.

Explorers

Explorers, dubbed “Spades” for their tendency to dig around, are players who prefer discovering areas, creating maps and learning about hidden places. They often feel restricted when a game expects them to move on within a certain time, as that does not allow them to look around at their own pace. They find great joy in discovering an unknown glitch or a hidden easter egg.


Socializers

There are a multitude of gamers who choose to play games for the social aspect, rather than the actual game itself. These players are known as Socializers or “Hearts”. They gain the most enjoyment from a game by interacting with other players, and on some occasions, computer-controlled characters with personality. The game is merely a tool they use to meet others in-game or outside of it.

Killers

“Clubs” is a very accurate moniker for what the Killer likes to do. They thrive on competition with other players, and prefer fighting them to scripted computer-controlled opponents.

Now define what can you give for every player type.


Achievers

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Explorers

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печатная A5
от 322