005 : By Request! The Game Design of Squares, Circles, and Triangles

Game Design Zen : Episode 005

What should I talk about? When I asked my friend, there was no hesitation – “Squares, Circles, and Triangles.” I asked, “Really?” And he answered, “It was my favorite! You said it would change the way I saw the world, and it did.”

  • Definitely – Squares, Circles, and Triangles (01:50)
  • Interest Curve (03:08)
    • First Idea – 8, 8, 8, … (05:18)
    • Second Idea – 1, 2, 3, … 9, 10 (06:15)
    • Initial Spike (07:10)
    • God of War 3 – Kratos vs Poseidon (09:20)
  • Convexity (10:35)
    • Quests in World of Warcraft
  • Squares, Circles, and Triangles (14:36)
  • Zen Spot – J J Abrams – Mystery Box (25:50)

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for developers, artists, and designers including the art, science, and business of better games. Level up to zen.

The interest curve - initial spike, rising spikes, and a climax (ending immediately afterwards)

The interest curve – initial spike, rising spikes, and a climax (ending immediately afterwards)

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GDZ 004 : The Most Important Skill? The Rocket Surgery of Story, Yes And, and Charisma

Game Design Zen : Episode 004

What is our most important skill? Though we need creativity, logic, and business, the path to excellence is the rocket surgery of Story, Yes And, and Charisma. This episode tackles practical ways to communicate better.

YesAndLicensePlate

  • Building Games is the new Rocket Surgery (00:45)
  • Dunning Kruger – Unskilled and Unaware (03:25)
  • Listening & Jesse Schell (04:40)
    • Tell Me (05:30)
  • Yes And (08:00)
  • Story (18:30)
    1. Question/Challenge
    2. Emotional Struggle
    3. Galvanizing Conclusion (preferably with a twist)
  • Charisma (25:40)
    • Nod Less (and slower)
    • Pause
    • Down Notes

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for developers, artists, and designers including the art, science, and business of better games. Level up to zen.

 

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GDZ 003 : Level Up! Portfolios, Finishing, and Next Steps

Game Design Zen : Episode 003

How can you level up? Whether breaking in, or looking for the next opportunity, we pursue excellence through deliberate practice – building a portfolio of finished projects. Stand apart, improve, and level up.

  • The Hiring Perspective (02:30)
    • Joel on Software – Smart and Gets Things Done
  • Luck (05:30) – Lucky Luck and Prepared for Opportunity
  • Networking (06:50)
  • Portfolio (08:45)
    • Dropping the Gauntlet (12:15)
  • What Gets In Our Way (18:00)
    1. Perfection
    2. Sunk Cost Fallacy
    3. Loss Aversion
  • Art, Coding, and The Design Guy (23:45)
  • The Dream (26:25)
  • Zen Spot – College or Not? (28:25)

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for developers, artists, and designers including the art, science, and business of better games. Level up to zen.

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GDZ 002 : Flow – The one design idea you must know

Game Design Zen : Episode 002

What is the one thing you must know? When we play games, we become so involved in the activity that nothing else seems to matter. Minutes can be so intense they feel like an hour, and yet, hours can fly by in minutes. That experience is flow, and it’s the reason we play. In this episode, we discuss what flow is, why it matters, and the simple recipe we can use to promote it in our games. Then, we discuss a brand new visualization that makes it easier to remember : Flow Space.

  • What Flow Looks Like (01:25)
  • The State of Flow (04:00)
    • Clear Goals (08:40) – Explicit, Implicit, Player Driven Goals
    • Feedback (14:40)
    • Balanced Difficulty (18:00)
    • No Distractions (21:45)
  • Zen Spot – Flow Space (25:00)

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for all things Game Design including the science, art, and business of developing better games. There is always room to level up.

The Flow Diagram

FS_1_Flow

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GDZ 001 : How much is enough? The Paradox of Choice for Game Design

Game Design Zen : Episode 001

How much is enough? With Sid Meier defining games as a series of interesting and meaningful choices, we often stuff in as many choices as possible! In this episode we explore World of Warcraft and Rift, to show WHY the Paradox of Choice matters. We discuss how to design to avoid option paralysis, postponing decisions, and regret. We introduce flow, permanence, and practical tips we can apply today.

  • The Paradox of Choice (01:00) – Sid Meier
  • Psychology – Barry Schwartz (03:20)
  • Why Do We Care (04:00) – Wow vs Rift
  • Why Rift Struggled (11:45)
  • Impact of Paradox of Choice (14:28)
    • Option Paralysis
    • Postpone Decisions
    • Regret
  • Impact to Flow (17:30)
  • Rule of Thumb : 3 (19:50)
  • Simplification
  • Zen Spot – Permanence (24:00)
    • Opportunity Cost
    • Limited Impact

Game Design Zen is the intersection of game design, life, and the pursuit of excellence. It is the #1 resource for all things Game Design including the science, art, and business of developing better games. There is always room to level up.

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