Game Design checklist. What do you think?
kietz
Member Posts: 49
So let me say I love gamesalad. Im not a programmer, i dont know how to code but this program allowed me to make games. Gamesalad is absolutely wonderful for that.
I do however realize that most of us are here on the forums to discuss art, sound and coding. Even when i wanted to post this i realized that there was no "game design" category to post this discussion in. Since making my game ive gotten more into game design and what makes a great game. Most people would say that a great game just has to be fun. But how do you go from idea to fun game?
Thats why i decided to create a chart of game ideas and things we know make a game fun and interesting.
This is a chart made by me, and i do know i might have put my own bias. I just wanted to get some other opinions on what people think about my list. Keep in mind that this is very general. Of course theres no secret formula to make a hit game but these are the things i think about when i play my game or someone elses game.
Questions to ask when designing a game.
- Types Of Games; What category does the game fall under? Multiple types?
*Chess Type game; First person shooters, Fighting games, Strategy games, Sports
- Strategy, movement, outwit enemy
- Weapons, characters, conflict.
- Progress by defeating opponents.
- Balance between player and enemies.
- Various stages of challenging tasks; enemies and bosses.
- Certain areas are challenging but not too difficult.
*Scavenger hunt; RPGs, Platformers, Point and click
- List of quests or achievements
- Story might be linear but the player has a choice of what to accomplish and in what order.
- Narrative driven game, has high score or other motivational tool
- Game has an ending or ultimate achievement to attain.
*Construction game; Puzzle games, Simulation, Minecraft
- Interact with the world by building, destroying or assembling structures.
- Acquire resources, amass a bigger and better world.
- Not necessarily a story driven game.
*Gambling Game
~ Slot machines, card games, tabletop games
- Games that have a random outcome.
- Players maximize their odds to win the game.
- Little or no story involved.
- Challenges; what are the challenges that the player faces?
Jumping/moving/dodging
Aiming/Physics
Searching
Attacking/Timing
Puzzles/Mazes
- Goals; So the player has a feeling of constant improvement.
- Short Term
Gain Loot
Beat enemies
Open Doors
- Long Term
Beat Level
Get high score
Beat Game
- Rewards; Expected, random and “carrot on a stick”.
Let the player know that more loot/levels can be gained
Containers with random rewards for motivation.
Let the player see the progress through visuals.
Rewards should be attainable. No carrot on a stick.
- Setbacks; Setbacks that are too harsh can ruin a game experience.
Taking damage reduces life point.
Loss of items/money.
Restart level? Check point?
Taking too much away from the player can result in frustration.
- Found Or Told?; Making the game progress by a mix of finding and telling.
What does the game tell you?
The game should present a “box” for you to open and explore.
They player should be able to find their way through the game without too much hand holding.
I do however realize that most of us are here on the forums to discuss art, sound and coding. Even when i wanted to post this i realized that there was no "game design" category to post this discussion in. Since making my game ive gotten more into game design and what makes a great game. Most people would say that a great game just has to be fun. But how do you go from idea to fun game?
Thats why i decided to create a chart of game ideas and things we know make a game fun and interesting.
This is a chart made by me, and i do know i might have put my own bias. I just wanted to get some other opinions on what people think about my list. Keep in mind that this is very general. Of course theres no secret formula to make a hit game but these are the things i think about when i play my game or someone elses game.
Questions to ask when designing a game.
- Types Of Games; What category does the game fall under? Multiple types?
*Chess Type game; First person shooters, Fighting games, Strategy games, Sports
- Strategy, movement, outwit enemy
- Weapons, characters, conflict.
- Progress by defeating opponents.
- Balance between player and enemies.
- Various stages of challenging tasks; enemies and bosses.
- Certain areas are challenging but not too difficult.
*Scavenger hunt; RPGs, Platformers, Point and click
- List of quests or achievements
- Story might be linear but the player has a choice of what to accomplish and in what order.
- Narrative driven game, has high score or other motivational tool
- Game has an ending or ultimate achievement to attain.
*Construction game; Puzzle games, Simulation, Minecraft
- Interact with the world by building, destroying or assembling structures.
- Acquire resources, amass a bigger and better world.
- Not necessarily a story driven game.
*Gambling Game
~ Slot machines, card games, tabletop games
- Games that have a random outcome.
- Players maximize their odds to win the game.
- Little or no story involved.
- Challenges; what are the challenges that the player faces?
Jumping/moving/dodging
Aiming/Physics
Searching
Attacking/Timing
Puzzles/Mazes
- Goals; So the player has a feeling of constant improvement.
- Short Term
Gain Loot
Beat enemies
Open Doors
- Long Term
Beat Level
Get high score
Beat Game
- Rewards; Expected, random and “carrot on a stick”.
Let the player know that more loot/levels can be gained
Containers with random rewards for motivation.
Let the player see the progress through visuals.
Rewards should be attainable. No carrot on a stick.
- Setbacks; Setbacks that are too harsh can ruin a game experience.
Taking damage reduces life point.
Loss of items/money.
Restart level? Check point?
Taking too much away from the player can result in frustration.
- Found Or Told?; Making the game progress by a mix of finding and telling.
What does the game tell you?
The game should present a “box” for you to open and explore.
They player should be able to find their way through the game without too much hand holding.