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Game D

The Introduction to Game Design course emphasizes the transition from static visuals to interactive experiences, focusing on user engagement through structured systems and narratives. Key pointers for game design include defining core experiences, identifying target audiences, and balancing skill with chance, while utilizing iterative prototyping and clear documentation. The course also highlights the importance of creating engaging gameplay through emotional targets, core mechanics, and a blend of strategic skill and luck.

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0% found this document useful (0 votes)
8 views13 pages

Game D

The Introduction to Game Design course emphasizes the transition from static visuals to interactive experiences, focusing on user engagement through structured systems and narratives. Key pointers for game design include defining core experiences, identifying target audiences, and balancing skill with chance, while utilizing iterative prototyping and clear documentation. The course also highlights the importance of creating engaging gameplay through emotional targets, core mechanics, and a blend of strategic skill and luck.

Uploaded by

poetryshyeri
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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INTRODUCTION TO

GAME DESIGN
COURSE NAME
Why As a communication design student, I gravitated towards the Introduction to Game
Design course because it fundamentally shifts perspective – moving beyond static
visuals to deeply explore how interactive elements, compelling narratives, and

this
meticulously structured systems can forge truly impactful user engagement. This
discipline, for me, is about constructing experiences that subtly guide behavior
through thoughtful rule sets and effectively convey complex concepts through the
dynamic medium of play. The course has significantly sharpened my proficiency in
crafting immersive narratives, distilling intricate ideas into digestible forms, and
honing a truly user-centric approach to design. Furthermore, it's illuminated the

course ?
power of iterative prototyping for rapid ideation, and offered unique insights into the
subtle psychological triggers that drive user motivation – all indispensable
competencies within the expansive field of communication design.
The milestone

1 3

2 4
Important pointers
before designing a game
Define the Core Experienc
Identify the Target Audienc
Set Clear Goals and Win Conditions
Balance Skill and Chanc
Sketch a Basic Prototype
Think in Systems Design with Constraint
Document Everything (GDD)
Important pointers
Time to build a game.
before designing a game
Core experience
Strategic Pathfinding: Adapting to changing directions and planning for multiple pieces
High-Stakes Decisions: Choosing when to push, use tokens, or "zap.
Competitive Excitement: Through "zapping," creating playful rivalry
Whimsical Challenge: Fun despite competitive nature.

Core loop
Move a Piece
Advance Towards
. Goal
Roll the Die Resolve Tile Effects
Emotional Target
Excitement & Anticipation: With each roll and decision
Strategic Satisfaction: When successfully navigating or zapping
Lighthearted Frustration: Quickly offset by retaliation
Triumph: Achieving the final win condition
Playful Competition: Fostering fun rivalry.

Goal Win condition


Win Condition: Be the first player to
Goal: To successfully navigate all move all 5 of your pieces to the very
five of your player pieces from their center of the board, with each piece
starting points on the outermost ring having accumulated and carrying a
through the spiraling board to the minimum of 2 Thunder Tokens upon
very center. its arrival at the center.
Core mechanics
Dice Rolling: Primary movement
Spatial Movement: Pieces navigate segmented, circular board with directional flow
Modular Progression: Pieces transition between rings via specific tiles after
completing a circuit
Player Elimination (Temporary) & Knockback: "Zapping" opponents sends them back
to start, gaining resources
Resource Collection: "Thunder Tokens" from zapping, dual-purpose for winning/
escaping
Negative Area Effect: "Storm Cloud" tiles act as temporary movement blockers.
Rules

These rules are fundamental to the game's identity and cannot be easily

changed without altering the core experience

Fixed Movement Directions: Alternating anti-clockwise/clockwise per

ring

Transition Tile Requirement: Pieces must complete a circuit and land

on the designated transition tile

Storm Cloud Trap: Landing on a dark blue square stops movement

until a 6 is rolled or 1 Thunder Token is spent

Zapping & Token Gain: Landing on an opponent sends them back to

start and awards 1 Thunder Token

5-Piece Victory & 2 Thunder Token Requirement: All 5 pieces must

reach the center, and each must have at least 2 Thunder Tokens.
Balance , skill , luck
Spiral Rush aims for a compelling balance, leveraging elements of both skill and chance for

an engaging experience

Skill Elements (~60%)

Piece Selection: Deciding which of your 5 pieces to move

Movement Optimization: Choosing the best path given the die roll

Thunder Token Management: Deciding when to save vs. spend tokens

Targeting Opponents: Strategically landing on opponents

Navigating Transitions: Planning moves to precisely land on inner circle tiles

Adapting to Board State: Reacting to opponent positions, traps, and current direction

Luck Elements (~40%)

Die Roll: Determines movement distance each turn

Opponent's Rolls: Influences who gets zapped or caught in traps

Balance Element: The combination of strategic choices (skill) with the unpredictability of

die rolls (luck) creates dynamic gameplay. Players can mitigate bad luck through clever

play and resource management, while good luck can provide an advantage but rarely

guarantees victory without good decisions.


Key takeaways
Iterate Quickly: Use paper prototypes for rapid testing
and core mechanic focus

Balanced Design: Ensure clear goals, balanced difficulty,


and a blend of chance and skill

Clear Rules: Make all rules specific, complete, and allow


for dynamic play

Document Ideas: A Game Design Document (GDD)


organizes concepts for aligned developmen

Teach Through Play: Show players the game's


experience, don't just tell them rules

Engage & Replay: Design for continuous player


engagement and high replay value

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