Discover and read the best of Twitter Threads about #Gamedesign

Most recents (24)

Common design element for me: no combat, just conflicts & action sequences. Not a lot of difference between a stare down & a gunfight. In many of my games, even the same down to taking stress/harm. It makes even outright fights flow so differently.
#TTRPG #GameDesign #IndieDev
Openness of action [including combat] as just a zoomed in version of universal mechanics is key. Battles often end with intimidation rather than a killing blow. Even regularly outright interrupted by talking to enemies, distractions, & other "non-combat" actions. It's open play.
I believe a lot of it is more player framing than mechanical. The mechanics guide the framing but its' the framing that does the heavy lifting imo. Intimidating an enemy being as effective as punching them is a rule but it changes player framing. There's also another layer too.
Read 7 tweets
OK, so people saw the dice pools in Scope, the main stat + skills in Scope SRD, and know there's a vampire game template. And so people have some questions about similarities and differences to the obvious comparison. Let's explore in a thread! 🧵
#TTRPG #IndieGameDev #Vampire
Starting off at the top, there is a functional character concept as you would expect in a Cypher or Fate. This is part of the basic Scope SRD.

Also player-facing with a PC-relative scale. No "objective" stats. NPCs instead have modifiers for PC rolls.

Two big differences! CHARACTER CONCEPT Concept i...
Some other concepts & design perspective covered in the Scope SRD, along with the core mechanic and basic character structure. Give it a read if you're into #TTRPG #GameDesign and want a "modernized retro" framework inspired by 80s/90s RPGs. [🧵 continues]
open.thoughtpunks.com/library-text/s…
Read 26 tweets
1/20 Let’s look at the budget of a TTRPG project and break it down! Hope it’s helpful and you release lots of cool TTRPG stuff! I also hope it helps ensure paying collaborators fairly (or even great)!

#DND #DND5e #TTRPG #Pathfinder #GameBudget #GameDesign #RPG #GameDevelopment
2/20 Here’s a sample budget, based on the brilliant @jefftidball’s Budget Template v1.1:
• Google Doc: bit.ly/3lIrP3T
• Excel: bit.ly/3Kc2hW8

So start with a title. Easy enough.

Thanks to the late Brian Dalrymple for sharing this so many moons ago. Image
3/20 So first things first—the word count expenses. Unless your project is stock art or maps, this is likely the most important expense. Let’s say you think there will be 800 words per page, without art. Let’s say 10,000 words total. It will then calculate… Image
Read 20 tweets
The Grand Shift in Web3 Gaming A🧵

NO creating investor ponzi & play2earn games!
Inhale the power of Crafting Experiences for Gamers.

Founder, dev, CC, advisor, investor or VC in this space: This is for you.

Share this to help spread the word!
1/22
#Web3Gaming #InvestorPonzi
Start of a new year. I join a podcast of a major player in the "web 3 gaming" space. A question is presented to the guests about what this space needs to thrive this year.
Two instant Answers: "This will likely be a silent year" + "the markets need more liquidity first".🤯
2/22
These people were so lost it motivated me to educate everyone on the reality of the situation.

Web 3 gaming is a moneyhole for the VCs dreaming of exponential returns. Knowing Game tokens are chained to the markets they plan to invest now & exit once the markets go up.
3/22
Read 23 tweets
DO WE REALLY NEED SCISSORS IN ROCK-PAPER-SCISSORS?
or
What is the minimum number of elements in rock-paper-scissors like systems and why?
#gamedev #gamedesign #gamebalance #games
1/18 Image
RPS is often used in video games. Such systems are perfectly balanced but don’t make options in a game equal in power.
2/18 Image
What the RPS-like systems do instead, is they make each option’s power a relative concept, dependent on a situation. This adds a layer to players' decisions and a sequence of interesting decisions is what makes good games!
3/18 Image
Read 18 tweets
Hey #GameDev / #GameDesign!

Tired of seeing game dev students who don't know how to make prototypes, or don't know how to be creative?

My students have just finished submitting their "Experimental Games" courseworks, and I couldn't be more proud of them.

Check out this🧵!
Taha (@TeeheeYolk) chose to explore player perspective my mashing up FPS and Platformer sections.

The result is discomforting and odd, but definitely creative!

Riley (@AllanRiley123) looked at #UI placement, and asked why we use the outside of the screen and not the inside.

Might seem counter-intuitive at first, but is it really as intrusive as you'd think?

Read 20 tweets
Today I'll talk about my personal #GameDesign and #IndieDev philosophy, specifically these principles: fischergamedesign.com/design-philoso…

I will add example games as screenshots (game names and more details in the alt text if you're interested).

Thread! 🧵👇 The Ludokultur logo in front of a black-and-white image of E
Games I value are all about interactivity. 🎮

I want mechanical challenge (either in a systemic / strategic way or reflex-based) or experiential narrative (i.e. a story you *feel* via mechanics, not one that is told to you). In either case: No wannabe movies! Monster Train is entirely focused on the systemic challenge Celeste is first-and-foremost a precision platformer. While What Remains of Edith Finch tells stories via mechanics. YouThe story of SOMA could not have been told the same way in a
Games I value enrich players' lives. ➕

I want to to experience intrinsically motivated discovery of either systemic insight or narrative meaning. Don't bait me with dishonest "engagement boosters", don't wave shiny-but-empty carrots in front of my face. Braid makes you discover the inner-workings of its time-basePortal is all about placing you in a unique context - a worlInto the Breach is a very "pure" strategy game in Heat Signature does away with "math stuff" almost
Read 12 tweets
Influence TestNet Phase 3
• User Interface Revamp
• Asteroid Lot Interactions
• Scanning Asteroids
• Mining and Core Sampling Asteroids
• Surface Transport and Warehouse Storage
• Finalized Resource Model Viewer

Let's dive into each one of these features 1/9
#gamedesign
2/9 User Interface Revamp 🎨
• New UI for scanning and resource heatmaps
• New UI to support building
• New UI to support core sampling and mining
3/9 Asteroid Lot Interactions 🪨
• Seeing information of ownership, usage, and infrastructure
• If the lot has any current active jobs
Read 9 tweets
Some have called 2022 the year of "microgames". In the wake of @poncle_vampire a host of ~$2 games were created mostly by solo developers or tiny #IndieDev teams in the span of a few months.
Let's talk game dev experimentalism!
🧵👇 1/9 Screenshot of Vampire Survi...Screenshot of Shotgun KingScreenshot of StacklandsScreenshot of Just King
2/9
The reception, surrounding many of these titles is open, forgiving and appreciative. Turns out if players didn't spend $60 and didn't get hyped up for years of dev time by a faceless corporation, the human side of #GameDev actually shines through sometimes, even on Steam. 4 exemplares Steam reviews:...
3/9
This in turn opens up #GameDesign space. "Bullet heaven" is a result of flipping a genre on its head: YOU are the bullet hell! Of course there's iteration in microgames too, but the possibility to experiment is real (e.g. @caiysware's "What if your bullets are minions?"). Screenshot of BrotatoScreenshot of Seraph's Last...Screenshot of Boneraiser Mi...Screenshot of Nomad Survival
Read 9 tweets
Always nice to find support for one's #GameDesign thoughts in academia!

This great piece by @dingstweets, @Marc_M_Andersen, @JulianKiverste1 and @PredictiveLife connects to @raphkoster's Theory of Fun and some of my own musings: frontiersin.org/articles/10.33…

Details below! 🧵

1/10 "Mastering uncertainty...
One of the core findings is concerned with players not being as much after success as they are after improvement, i.e. reducing failure or "expected error" or, simply, learning. The more of this they get (per time played), the better.

2/10 A quote from the article: &...
I wrote about this phenomenon here: gamedeveloper.com/design/why-ele…

My thinking back then was based on @Qt3's "Chick Parabola". You traverse phases of competence until you're so good at a game that the additional value (i.e. "error reduction") per time stops being worth it.

3/10 A parabola that initially r...
Read 10 tweets
📄EXAMPLES OF GAME DESIGN DOCS
Finding examples of #gamedesign documentation is hard. As a recent graduate in the field, what better time for me to share some of my university work in case it might help new students find inspiration?

Here's a🧵 full of it!
📑Game Design Documents
Wrote a lot of them, many times before even starting to prototype. Now I try to keep them short and to the point, just a vector of vision, as many would suggest.
- Mankind's March: nicoladau.notion.site/Pitch-Document…
- Project Scrapped: docs.google.com/document/d/1Wj…
📈 The Macro Design Chart
One of the most useful documents I've used for planning games. A great pre-production deliverable, check "A Playful Production Process" for more details about them!

- Project Scrapped: docs.google.com/spreadsheets/d…
- Project Shock: docs.google.com/spreadsheets/d…
Read 14 tweets
Here's another attempt at explaining the strengths and weaknesses of certain #roguelike metagame / difficulty systems!

(These are broad buckets. At this point there are many combinations and variants. Let me know about your favorites!)

👇 #GameDesign Thread 🧵
1/6
Roguelikes with one single difficulty have the advantage of the whole community discussing "THE" game. However, they often scare away new players depending on how difficult they start out, and bore veterans by having them repeat sections they already mastered over and over.
2/6
A popular answer to roguelikes frustrating new players is meta progression. This however fights symptoms more than flawed fundamentals, exacerbating the reset problem and introducing new issues of fuzzy feedback and "solvedness", at worst making entire mechanics irrelevant.
3/6
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#SoYouWannaCreateTTRPG?
Don’t worry about being original.
Plagiarism is stealing from one source. Originality is stealing from many.
Making a perfect copy is humanely impossible. Seek #Inspiration whenever you can find it.

1/4
Remember that #Inspiration is active though.
Play different #Games (#TTRPG, #Videogame, #BoardGame, just play).
Watch weird stuff (#Movies, #TVseries, #Documentaries).
Read #Books (#Fiction, #NonFiction, #Fantasy, #Crime, #Horror).
Just watch people (great for #NPCs).

2/4
Don’t worry too much about what’s good and bad. Look for stuff to steal, modify, reinterpret, corrupt.
A game you don’t like to play may teach you something yet.
A movie you don’t care about might have a cool character.
Keep your eyes open. We don’t see a lot.

3/4
Read 4 tweets
#SoYouWannaCreateTTRPG?
Start now!
Start small!
Start with what you have.
Use paper and pencil. Google docs. Scribus. Public domain art. Stock art. Creative Commons.

1/4 Image
Set a reachable short term goal that will still challenge you.
Write 300 words everyday.
Finish a Pamphlet with a adventure/monster/miniRPG.
Write a game in less than 24 pages!
These will kickstart your creativity and keep you motivated!

3/4
Read 4 tweets
A lot to learn from POINPY about #GameDesign! Time for a thread! 🧵

1/9
TL;DR @OjiroFumoto builds on Downwell to create near-perfect fundamentals for a mobile game.
Kudos to the team @2nd_error403, @CalumBowen, @AShellinthePit, @jujuadams; and to @devolverdigital & @Netflix!
2/9
The core game builds on Downwell's combo system. You chain jumping on enemies, bouncing off walls and collecting fruit. Though in this one you have multiple jumps and time slows down when you aim. Much more accessible and more about thinking on your feet rather than reflexes.
3/9
The combo system is very good at making the most fun and interesting way of playing also the most rewarded one in-game. You fill your "gourmet level" much faster with higher combo chains, so you're always encoured to take a risk and "do cool stuff" instead of playing it safe.
Read 9 tweets
🦊𝗠𝗮𝗰𝗿𝗼 𝗗𝗲𝘀𝗶𝗴𝗻 𝗗𝗼𝗰𝘂𝗺𝗲𝗻𝘁 𝗳𝗼𝗿 @CryoftheFox .

We created a Macro Design Document in Miro. This is a document shows a high-level view of your videogame. Let's dissect it!

🧵👇

#buasgames @BuasGames #CryoftheFox #gamedevelopment #gamedesign #gamedev
In this section we set the core idea of the game. What does the player experience, and what are the game pillars? It summarizes the core experience of the player, by using Game Pillars that the game is based around.
The Level Overview showcases all the parts of our Demo Level. It breaks it up in different sections with each a specific goal. We also note down the Collectibles the player can find in the level, and the location of those.
Read 11 tweets
🦊𝗦𝗰𝗿𝗶𝗽𝘁𝗲𝗱 𝗘𝘃𝗲𝗻𝘁𝘀 𝗶𝗻 @CryoftheFox .

In the pre-production phase of our student project, I've created multiple Scripted Events. Let's take a look at some of them! :)

🧵👇

#buasgames @BuasGames #indiedev #CryoftheFox #gamedevelopment #gamedesign #UE4 #gamedev
Here you can see a quick little animation that is meant to invoke fear to the player. These little scary suprises help us increase the tension of the section.
Here I rotate the camera with the corner to make sure that the player always notice the prey they are hunting. This quick glimpse of the prey invokes curiosity and makes you want to run after it.
Read 5 tweets
1/10 Been thinking about #GameDesign reasons that make me return to @TeamWoodGames' #SuperAutoPets more than to other (match-based, vaguely roguelike-ish) games. To me it's all about how the game is systemically built to be playable "whenever" and "forever".

Let me explain! 🧵 Image
2/10 With its asynchronous format (at least with its front-and-center "Arena" mode), the game sacrifices elements of counter-play other auto-battlers offer. You can't adapt to a specific opponent, because you don't have one. You just go up against a random sample team each round.
3/10 However, even in other auto-battlers "direct duel" situations are rare and building the best generalist team from the shop draws you get is usually what you want to do anyways. SAP builds all around that (more in Arkuni's great reddit post btw: reddit.com/r/superautopet…)
Read 10 tweets
So here's a #gamedesign thread too take you out of your "mechanical mind". That design place where player experience is only measured in player experience or stickiness, and it's easy to get lost in.

A thread on game design and artistic intent.

1/15
Take a look at your game and see if you can find a central moral or intellectual premise. Don't worry this isn't about making games to change the real world (cool side effect tho)

It's about finding an emotional or intellectual theme or pillar that isn't player centric.

2/15
It's what engages you, the creator, (and your team), what you want to convey and stick into the player on the other side of the screen. Your artistic intent if you will.

And yes, this is still about making a better game, bear with me.

3/15
Read 15 tweets
Elsewhere, someone asked me to explain how Apocalypse World, or any game, might hinder or support certain kinds of play. This has been a question asked 1000s of times over the last 20 yrs, but by whatever grace, this time I found a way to answer with I think greater clarity:
Imagine the games of soccer and basketball. You could try to play soccer with a basketball, you might even have a fun time, but the ball is not designed for that game, it would behave differently.
Likewise, trying to play basketball with a soccer ball would be very challenging because a basketball Must Bounce and soccer balls are not built for that! Now imagine trying to play tennis with a basketball.
Read 11 tweets
Recession in @AxieInfinity : how and why.

NOTE: This is not a big problem! This is normal. We have economic cycles IRL. of course we have it in the metaverse land too.

Difference: we can better anticipate and change

Here are 7 ways Axie can manage inflation and recover 🧵
Economics is the most important aspect to get right in your economy. It builds the backbone of the entire market, but it is complicated to get right.
We wrote a highly valued research report on P2E Economics to help with the economics design. And this time, I want to apply it to Axie Infinity, and talk about how their economic policy led to economic recession that we see right now.

Report: econteric.com/markets/p2e-re…
Read 12 tweets
How 1 brave esports host sacrificed her multi-million dollar network, career & the careers of her associates to complain about imaginary misogyny🔦

OH.....& how she mentioned G4 hosts don't play the games they have to review😬 #gaming #G4TV #gamers
Gaming world spiraled into outrage earlier this month when Indiana @Froskurinn Black, host of Comcasts new gaming network @G4TV lectured viewers on finding her less “bangable” than previous hosts

Lecture so shrill & destructive,
Must be seen to be believed👀
@FDRLST #frosk #rant
Outburst racked up millions of views across social media & gaming outlets covering the story

Old fans of G4, unaware the network had relaunched, were blasted w/ the decadent state of their old favs 😵‍💫
#gaming #g4tv #feminsim #gamers #business #economics #badadvice #tuesdayvibe
Read 19 tweets
How do humanoid bosses in Sekiro remain predictable yet provide increasing challenge over the course of a boss fight? Let’s look at arguably one of the more difficult humanoid boss fights - Genichiro Ashina. #gamedesign #combatdesign 🧵
PLAYSTYLE - The player can influence the predictability of the fight with an aggressive playstyle with a mix of attack pressure and parry mastery. Passive or evasive playstyle invokes Ashina to perform arguably harder and a wider array of attacks to deal with. 1/3
Ashina’s neutral attacks (non-defensive attacks) have tricky movement/timing characteristics and hit with more frequency than counter attacks. He also has an unique unblockable grab out of neutral. Ashina rarely performs these attacks when on the defensive in the early fight. 2/3
Read 15 tweets
NFTs are harmful to games.

We already know that they're environmentally devastating, extract wealth into the hands of bad actors, and are mostly scams or worse.

But I'm a #GameDesign-er, and I also believe that they fundamentally harm the player experience.
(Thread 1/20)
There are two designs I've seen seriously pitched for using NFTs in games:
1. To give players unique items with tracked history
2. To enable "play to earn" models, where players can earn items and resell

(+various unworkable ideas floated by people who don't know development)
The first, and most obvious issue: neither of these things require, or are made any easier or better, by building them with NFTs and blockchain tech. NFTs provide no specific benefit. Here's why:
/3
Read 22 tweets

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