### **Chapter 1 Games, Design and Play**
- Basic game elements
- Actions - What players do
- Goals - Outcome players try to achieve
- Rules - Instructions
- Objects - Things players use or interact
- Playspace - Space as defined by rules, where game is played
- Players - Operators of the game
- Second order design - Game takes form only when activated by the player
- Space possibility - Sort of like all possible outcomes or states possible in the game as defined by rules actions or goals
- Game state - Snapshot of the current status or game elements
### **Chapter 2 Basic Game Design Table**
- Dog eat dog = paper pencil RPG
- Action outcome unit
- Howling dogs - twinery game
- 10 basic tools of game design
- Constraint - limitations put on players
- Direct & Indirect Actions - Players immediate interactions vs actions occur without direct contact
- Goals - Purpose of the game
- Challenge - The way the game resists players
- Skill, strategy, chance and uncertainty
- Decision making and feedback
- Abstraction - Modeling complex phenomenon into a game form
- Theme - Logical framework for how game is presented
- Storytelling - Shapes players experience borrowing from traditional narrative structures
- Context of play - Where, when with whom and other aspects of when players play a game
### **Chapter 3 The Kinds of Play**
- Competitive Play - Winner and Loser
- Player vs player
- Players vs game
- Symmetrical competition
- Asymmetrical competition
- Cooperative Play - Players work together for a goal
- Symmetrical cooperation
- Asymmetrical cooperation
- Symbiotic cooperation
- Skill based play - Emphasises player skill development
- Active skill
- Mental skill
- Experience based play - Focuses on providing players with experience through exploration, story, engagement etc.
- Games of chance and uncertainty - Games that ask players to develop strategies to allow for randomness. Purely chance based can also remove decision making.
- Whimsical Play - Emphasis on silly actions, unexpected results and euphoria by generating dizziness. Usually has some conceptual absurdity, constraint or whimsy or silly interactions.
- Performative Play - Theatrical form of play that generates dramatic action and acting. Usually has a lot of improv. Unintentional or conscious performance.
- Expressive Play - Subverts choice to express and share something about human experience
- Authorial expression
- Player expression
- Simulation based play - Models or real world system and presents a point of view about system can be top down or bottom up simulation
### **Chapter 4 The Player Experience**
- Action theory - Beliefs shape understanding of things → leads to reactions to surroundings → leads to desires around which people create intentions → leads to action.
- Layers of player experience -
1. Sensory - What player sees, hears, feels
2. Information - Data player takes in about game state
3. Interaction - What player understands they can do
4. Frame - Broader interpretations of play experience
5. Purpose - Goal of play experience
- Attention
- Executive - intentional focus
- Reflexive - Things that grab our attention away from intentional focus like loud noise
- Information spaces
- Perfect - All info visible to player
- Imperfect - Some information hidden by game or other players
- Affordances - Properties of a thing that suggest to people what it can be used for
- Perceptible - what we assume a thing does
- Correct rejection - what we think it doesn't do
- Hidden - What a thing does that isn't obvious
- False - misinterpretation
- Crompton-Smiths Five Characteristics of Well Done Interactivity
- Mental Model - The way a player perceives a game to work in terms of what they should do but also what their actions mean
- Feedback - Game provides reassuring feedback so player knows they have affected change in a meaningful way
- Consistency
- Intuitiveness - Focus on play experience rather than mechanics
- Navigability - Well designed path through play experience
- Flaws
- Individual - player's fault
- Flaws in game - bug or error
- Circumstantial - caused by external force
- Player Types - Achievers, Socialisers, Explorers, Killers
### **Chapter 5 The Iterative Game Design Process**
1. Conceptualise: Initial and subsequent ideas about the game (what might be?)
2. Prototype: A form of some aspect of game or a pre-release version that can answer some design questions
3. Play test: An answer to question prototype poses. People play prototype and you observe and document reactions
4. Evaluate: Reviewing play test observations and diagnosing results into next steps or new ideas
### Chapter 6 Design Values
- Experience:
- What does the player do when playing?
- What does the player get to do?
- How does this make them feel emotionally and physically?
- Theme:
- What is the game about?
- How does it present this to players?
- What concepts, perspectives or experiences might the player encounter during play?
- How are those delivered?
- Through story? Systems modeling? Metaphor?
- Point of View:
- What does the player see, hear or feel?
- From what cultural reference point?
- How is the game and information within it represented? Simple graphics? Stylised geometric shapes? Highly detailed models?
- Challenge:
- What kind of challenge does the game present? Mental, physical, perspective, subject or theme?
- Decision Making:
- How and where do players make decisions?
- How are decisions presented?
- Is the information space perfect or imperfect?
- Skill, strategy, chance and uncertainty?
- What skills does the game ask of the player?
- Is development of strategy important?
- Does chance factor into the game?
- From what sources does uncertainty develop?
- Context
- Who is the player?
- Where are they encountering the game?
- How did they find out about it?
- Where are they playing it?
- Why are they playing it?
- Emotions:
- What emotions might the game create in players?
### Chapter 7 Game Design Documentation
- Design Document - Contains all the concepts, values and description
- Schematics - Map of game screens, wireframes or a storyboard that can help make prototypes
- Task List - Long range, mid range, short range, immediate tasks as well as issues for discussion, ongoing responsibilities, assets and completed tasks
### Chapter 8 Collaboration and Teamwork
- [consensusdecisionmaking.org](http://consensusdecisionmaking.org)
- Meetings - Goals, agenda, talking rights, decision making, action items, note taking
- Collaboration tools - file sharing, task management, communication
- Conflicts - procedural, afflictive, subjective
### Chapter 9 Conceptualising Your Game
- Brainstorming Techniques
1. Idea Speed Dating - Make pairs, pitch ideas, combine ideas
2. How might we questions - Silent brainstorm using post it notes after deciding question
3. Noun Verb Adjective - Write down nouns, verbs, adjectives on cards and put them together randomly
- Brainstorming Principles
- Quantity > Quality
- Defer judgment
- No buts (just ands)
- Go wild
- Get visual
- Combine ideas
- Motivations for designing
- Around things player gets to do
- Around constraints
- Around a story
- Abstracting the real world
- Around personal experience
- Around the player
### Chapter 10 Prototyping Your Game
- Paper Prototype - Early stage to make ideas concrete. Uses paper to represent on screen elements. Help think through objects on screen and how they interact. Also defines player's role.
- Physical Prototypes - How a game feels to play. Enact play experience in real life to help think through play experience.
- Playable Prototypes - Functional, playable prototypes that allow players to experience main actions in the game. Rough does not include graphics, sound, art or goals. Focus on core actions
- Art and Sound - Shift attention to sensory elements. Focus on exploring visual and aural style.
- Interface Prototypes - Explore ways player interacts with the game. Include screen based information and player action feedback systems.
- Core / Tech Prototype - Explore technical aspects, especially on certain kinds of devices or computers. Helps to understand technologies new to the team.
- Core Game Prototype - Investigation of the core play experience. Include full set of actions, integration of goals, win and lose states and other important aspects. Wise to include basic art and sound.
- Complete Game Prototype - Embody full play experience
### Chapter 11 PlayTesting Your game
- Internal Tests - PlayTesting game yourself or with your team. For quick loops and reviews. Can help make sure prototype is ready for play testing with people outside.
- Game Developer Tests - PlayTest with people who understand the game design process. Caution here to not get over influenced and remember design values.
- Friend and Family Tests - Caution to remember these people are usually friendly and kind.
- Target Audience - For core and complete game prototypes
- New Player Tests - Involve new players. Best for core and complete games.
- Experienced Player Tests - PlayTesters play a prototype over a long period of time
- Steps -
1. Pick time and space
2. Planning what is to be evaluated
3. Deciding how to document
One Play Test Begins
1. Introduce
2. Observe - Gameplay, bugs, A/V, Comments, Ideas
3. Listen
4. Discuss - Behaviours, observations
### Chapter 12 Evaluating Your Game
- Review - Look at strengths and weaknesses exposed in play test and review design values
- Incubate - Consider feedback and possible solutions
- Brainstorm - Ideas for strengthening the game
- Decide - Weigh all options, use design values
- Document - Capture revisions to design document. Break them down into tasks for tasks list
- Schedule - For next prototype
### Chapter 13 Moving From Design to Production
Ready for production when
- Created a complete game prototype
- Successfully play tested with target audience, new players and experienced players
- Met your design values
- Solid art direction
- Strong code base for target platform
- Most of the final text for the game
- Up-to-date game design document