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About Alt+Games


Alt+Games is a blog about games by a couple of gamers. Role-playing games , computer and console games , board games etc. Focus on games that enable playing together , whether in the same room or over the net. We try to feature interesting stuff you don't hear from elsewhere.

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Prototyping a Game Design
Written by Antti   
Wednesday, 26 August 2009

Another post anticipating the upcoming game creation challenge: Prototyping resources. First I'll be looking at the overall process of designing, prototyping and testing your games. Then I'll provide some practical ideas for prototyping.

Why and What

First, why and how do prototyping when designing a game. In short, you can only see how good your current state of the game design is by playing it. To play it, you need a prototype. A more fancy way of saying this is that game design is a second-order design problem; you are designing a the mechanics of a system but aiming for some specific results (a particular kind of emergence) when the system is in action -- players are playing (with) it.

Eric Zimmerman has written a fantastic article about this process titled 'Play as Research: The Iterative Design Process'. Go and read it!

How? Practical Tips on Prototyping

proto.jpg Practical tips fall into two categories of prototypes -- for physical games (such as board and card games) and digital games.

 

Physical Games

You don't need to have high production values on your board and card game prototypes but some basic functional needs must be met. If you have a card game you probably need to be able to shuffle the cards and their backsides should probably not identify the cards. Other tokens should be easy to handle, too.

For card games, I'd suggest buying colored sleeves from your local hobby store. There are also those with color only on one side -- you can just print (or write) to normal paper, cut the cards and place them into the sleeves.The resulting deck should be both shufflable (?) and the sleeves hide the contents of the cards to other players.

For tokens I like to use cheap poker chips available from any book store or even those dime stores selling crap. Get many colors to be able to prototype many kinds of games.

Other than that cardboard, magic markers, scissors and glue should pretty much do the job. Bluetack can come in handy when you need to change your "configuration" on the fly. 

Digital Games

First tip is to build a physical prototype of your digital game if you can. You'll get a concrete example of your idea and probably come across some things you need to clarify to make your design complete.

Other than that, I'd recommend you to use Game Maker, especially if are making a single-player game or a 2D game. For testing the user interface and basic mechanics Game Maker is also golden. You don't need to program vey much; all the basic events and actions can be specified by selecting correct icons on the interface.

So, those were my tips. Ian Schreiber has his own on the 4th lesson of Game Design Concepts course . You are more than welcome to share your tips in the comments.

image: rudy and ayok by alimander , creative commons licensed, non-commercial, share alike, attribution

Last Updated ( Wednesday, 26 August 2009 )
 
Trailers for Geiger Counter
Written by Antti   
Wednesday, 26 August 2009

Geiger Counter is a collaborative role-playing game designed to produce survival horror movie -like experiences. It is designed by Jonathan Walton and is available from his Bleeding Play blog.

The game is designed for one-shot games. You can create a whole movie in one evening. The suggested optimum number of players is from 5 to 7. There is no Game Master, everyone gets to both play a character of their own and contribute to the overall story, milieu and play the menace in turn.

I've not finished a game of Geiger Counter just yet. From reading it though it seems like a perfect fit to me -- no GM, light but effective system, focus on the story and making it together.

While the genre is probably familiar to everyone I think that additional tools and material to fuel the collaborative idea generation can help the first phase of a Geiger Counter session -- coming up with the premise and directoral style for the movie. So, I've collected a couple of links to survival horror movie trailers in Youtube for your viewing pleasure.

Please provide others in the comments if you have them!

 
First Game Design Exercise
Written by Antti   
Wednesday, 26 August 2009

I translated the first game design exercise Ian Schreiber uses in his Game Design Concepts online course (oiriginally designed by Brenda Braithwaite ) into Finnish to support the forthcoming Game Creation Challenge Weekend. Switch your language to Finnish to reach the translated version. The original can be found on Game Design Concepts (scroll down until the heading 'Let’s Make a Game').

 

race_start.jpg

Image: Start! by amirjina, Creative Commons-licensed, attribution, non-commercial, no derivative works

 

Last Updated ( Monday, 31 August 2009 )
 
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