Module 6 - FInal Project
Module 6 - FInal Project
Module 6:
Final Project
60 MINUTES
MODULE 6: BIG IDEAS
Big Ideas
To conclude their introduction to game
design, students will work in groups of
4-6 to design, develop and playtest a paper
prototype of a multiplayer game. This
final project will be split into five lessons,
leveraging the Game Design Framework.
Overview
Table of Contents
Lesson 1: Game Premise 60 MINUTES
Brainstorm Mechanics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 07
Lesson 1
Game Premise
Introduce students to their final project: a paper prototype of a
multiplayer game.
5 MINUTES
CONSTRAINTS
■■ The games must be multiplayer (E.g., designed to support at least 3 players).
■■ All the players must be involved until the end of the game.
■■ No early elimination of players who have to sit and do nothing.
■■ Full game experience should be between 5 and 10 minutes long.
The constraints exist to ensure that the maximum number of students can
participate, and to avoid early elimination, resulting in isolated or bored
students within the group.
25 MINUTES
Each person should try to aim for at least two game premises.
■■ Elevator Pitch: You play as {players} that want ■■ Types of Fun: {Types of Fun}
to {goal} but they can’t because {opposition}. ■■ Opposition: {Opposition}
■■ Title: {Title} ■■ Game Feeling: {Game Feeling}
■■ Theme: {Theme}
Students should start with the “elevator pitch” and then generate the other
sections afterwards.
The premise of the game is the elevator pitch format given to the students (“You
play as…” etc.). This is the core of all story/conflict–every story has a character,
something they want, and an obstacle in their way.
EXAMPLES
Okay: You play as a group of empty plastic bags that want to get put in a
garbage can, but you can’t find one.
Better: You play as a group of French Resistance restaurant workers during WWII
trying to sabotage enemy German soldiers’ dinners in the local diner, but you
need to avoid getting caught.
15 MINUTES
By sticking to a short, one sentence elevator pitch, it should help them focus on the
broad strokes, rather than getting caught up in lengthy backstories.
15 MINUTES
Groups can mix and match sections of their premises or come up with a new
premise that combines the aspects that the entire group is excited about.
For example, a group may not want a game with fellowship, but like the game’s
thematic. In this case, they would just change the types of fun.
Groups will be working together on this final premise to create their game.
Homework
Journal Entry
1. Each student should record the 2 completed game premises they came
up with in the journal.
■■ Students should list the reasons why the final game premise was
chosen by the group.
Final Projects
1. Students will be handing in their final projects as a mixture of group and
individual submissions.
Lesson 1 (Group)
■■ Theme
■■ Title
■■ Game Premise 1 & 2 (Thematic framing)
■■ Types of Fun
■■ Game Feeling
Lesson 2 (Group)
■■ Mechanics Brainstorm (on large piece of paper)
■■ Evaluation of chosen mechanics pitch based on individual
design criteria.
Lesson 3 (Group)
■■ Annotated Rules Sheet
■■ Each rule should have a succinct bullet list of why it is present
on the sheet.
Lesson 5 (Individual)
■■ Game Post-Mortem
■■ Long form response detailing key design decisions. GAME
OVER
Lesson 2
Mechanics Brainstorm
Students will develop the mechanics to complement their game premise.
This is to prepare a paper prototype version of the game.
Student Objectives
■■ New mechanics can be created by drawing on the thematic and
prior knowledge of the setting.
■■ Idea spiraling is a technique to create new goals and mechanics
from previously created goals and mechanics.
■■ Backtracking is a method to create new ideas based off of the
same goal or idea.
60 MINUTES
In this lesson, students will develop the following game components and the
mechanics associated with them in the same groups:
■■ Setting
■■ Player
■■ Goal
■■ Opposition
INTRODUCTION: 2 MINUTES
1. Remind students of what mechanics are.
FROM MODULE 5
What players call rules, designers call mechanics. Mechanics are the actions,
behaviors and mechanisms that a designer uses to produce gameplay.
Mechanics govern “things that the player can and cannot do.”
2. Inform students that we will be taking the game premise and developing enough
detail that this game could be paper prototyped.
This will give them an idea of where they need to be by the end of the lesson and at
points throughout.
We will be using the plastic bag game as our example for this exercise, as it is an
odd premise. This is to illustrate the idea that you can make a decent game out of
any game premise.
■■ Elevator Pitch: You play as a group of empty plastic bags [player] that want
to get put in a garbage can [goal], but they can’t find one [opposition].
■■ Title: Home!
■■ Game Feeling: Triumph, whimsical, and collaboration.
■■ Types of Fun: Discovery and Fellowship.
■■ Goal: Reach the garbage can.
■■ Opposition: Winds, society, and no trash cans.
■■ Theme: Big city.
3. Explain and spend the allocated time on each of the following sections:
SETTING: 10 MINUTES
Objective: Students should decide on a “physical setting” (or lack
of one) for their game.
There are many different representations for a physical setting in a game. Students
should try to piggyback on what they know about this setting.
For example, a bank might be a set of safes represented by cards, or a city might
be split into sets of areas with roads on a game board. A game set in space or
based on the stock market may not even have a physical setting.
For our plastic bag example, we might represent the big city with:
■■ A game board made of square or hexagonal tiles.
■■ It could have areas of interest within the game board.
■■ The outside tiles of the game board might be special.
■■ The tiles themselves could have different properties (E.g., red tiles,
blue tiles).
■■ The game board might expand/contract over time.
■■ What other spins could we put on a game board representation?
■■ A path based game board.
■■ A game board made out of random cards that get drawn from a deck.
Example Setting: Let’s use a game board of hexagonal tiles for our example.
PLAYER: 10 MINUTES
Objective: Students should then think about how the player
interacts with the game.
Perhaps players get to control a character that they move around.
■■ They could move their piece around by playing cards with movement
values on them (E.g., move 2 spaces).
■■ Their piece could freely move around on their turn.
■■ You might roll dice to move your piece around.
■■ Pieces may just move automatically each turn.
■■ They could move up to 3 spaces per turn.
Alternatively, they might not have a playable character, but instead accumulate
currency, victory points, resources or just build up to a goal that results in them
winning the game.
Example Player: For our plastic bag example, we will use a token to
represent our playable character.
GOAL: 10 MINUTES
Students should think about the “mechanical representation” of
the goal in this step.
Using what we know about the player and setting from the previous steps, we want
to create a “mechanical representation” of the goal (how players win).
We don’t need to know anything about how players are eliminated, how they move
around, or how they get points (this comes in the opposition step), but picking a
goal and developing the premise around it will allow us to get a playable game that
we can then start iterating and building upon.
Example Goal: Let’s use a specific tile on the map to represent the trash can.
Players need to get to the trash can to win.
We have 4 players, each with a playable character that needs to make it to the goal
tile. The game currently is quite easy and not very compelling or interesting. There’s
nothing stopping players from just moving straight to the goal; it lacks opposition.
OPPOSITION : 28 MINUTES
Objective: Students will develop the mechanics of several different
types of opposition for their game.
As discussed in Module 3, there are typically many ways to solve a problem, each
with their own tradeoffs. In this section, students will need to get creative with
brainstorming mechanical solutions for the problems they encounter.
At this point, students have their premise, setting (game board), player (player
token), and goal (get to the trash can tile).
Cards No characters
Cards No characters
Cards make game Vanilla Character Students should start by “exploring” one
board goal idea until they would be able to
prototype it. This is shown above in blue.
Players make game Special character
board
For example, with the big city theme, we could draw inspiration from the following
ideas (see how these ideas are represented by game mechanics in the completed
mechanics brainstorm at the bottom of this section).
IDEA “SPIRALING”
When “exploring” certain solutions, it will spiral into more ideas to
improve the game.
This is exemplified in the diagram below. These ideas could become their own goal or
give students ideas for new goals or types of opposition. Oftentimes, ideas don’t come
fully formed, but they can be “spiraled” off to create even better ideas.
In the diagram, the idea of players gaining “powerups” spawned the idea of all players
having powerups (represented by 1). This spawned the new “goal” category of the
“trash can” being a playable character (represented by 2) that is on a different team to
the plastic bags.
Asking the question “what if?” is very useful for this process. An example flow using
“what if” is as follows: “What if you picked up power ups from around the city” > “What
if everyone had power ups?” > “What if the trash can had powerups?” > “What if the
trash can was a player?”
BACKTRACKING
If students decided an iteration path didn’t work, they could backtrack
either to point 1 or 2.
This is exemplified in the diagram below. There might be an alternative branch off of
path 1 that can work!
If they have exhausted options branching off of point 1, they might need to backtrack
and branch off of point 2, or could even start fresh with a new goal (point 3). If all of
these options are exhausted, it might be time to re-evaluate the player or setting (or
even the premise!).
Cards No characters
NEW GOAL (3)
By the end of this lesson, each group should have at least two
iteration paths that they want to take to paper prototype phase.
Lesson 3
Rules and Prototyping
Students are exposed to the idea that mechanics that seem difficult to
prototype on paper are possible to prototype with a little creativity.
Student Objectives
■■ Paper prototypes are fast, cheap tools that game designers use
to emulate the game experience.
■■ Certain game mechanics are easier to prototype than others.
■■ While paper prototyping, game designers must use creative, alternative
approaches to emulate the game experience.
10 MINUTES
Essential Questions
What are the benefits of paper prototypes?
■■ For example, in lieu of AI, game designers can ask a friend to play the
part of the enemies.
■■ If you want randomized levels, throw some playing cards on the floor and
pretend they’re cover for a shooting game paper prototype.
■■ Leveling up a character?
Putting counters on a character card to level them up.
■■ Randomness?
Drawing cards off a deck.
Rolling dice.
Drawing objects from a bag.
■■ Character abilities?
Using custom written character cards.
Drawing ability cards drawn from a deck.
■■ Hidden Roles
Dealing each player a card. An ace might indicate a special role.
■■ Escaping the police in Grand Theft Auto: Roll to move on a square grid city map.
Stay out of sight of the 1, 2, or 3, police pieces, for a certain amount of time to reduce
your wanted level.
Police pieces move one space toward your position each turn.
■■ Planting crops in Stardew Valley: Use a day counter on a piece of paper and
provide players with starting money and costs/growing times for seeds.
5 MINUTES
Reminder:
Each group should have at least two pitches. Advanced students should have at
least three pitches, at least two of which have meaningfully different goals.
2. While groups are choosing, remind them of some of the design evaluation
criteria from the previous modules.
Some design evaluation criteria from the first 5 modules that may assist in
removing inferior pitches:
■■ Innovation
■■ Capacity for depth
■■ It may be hard to create depth in a game where the outcome is purely
determined by luck.
■■ Thematic resonance/dissonance
■■ Gameplay does/doesn’t match thematic.
■■ Type of fun and gameplay mismatch
■■ Developmental resources
■■ Having one hour to create 10 character cards may be infeasible.
■■ Complexity
■■ A design that has high complexity (E.g., many characters, intricate
abilities) may not be appropriate for the target audience (but potentially
appropriate for others).
45 MINUTES
2. Demonstrate the make rules > prototype > playtest process: 15 minutes
■■ Make Rules:
■■ Students make an initial set of rules for their game premise (Module 6,
Lesson 1) and mechanics pitch (Module 6, Lesson 2).
■■ “Make Rules” phase is used to fix problems.
■■ Prototype:
■■ Students make a physical copy of their game.
■■ Playtest:
■■ Students playtest their games to “find problems” and
“validate assumptions.”
3. Students conduct at one cycle of the process and one additional
“make rules” iteration: 25 minutes
We will use the mechanics pitch below as an example, due to its simplicity.
■■ A good way to start is to paper prototype each component and make the rules
along the way.
■■ Similar to Lesson 2, it is better to make fast decisions and test them and fix them
later, rather than spending a lot of time determining the details now.
Finding Problems
Below are some typical problems we might find with the game above
and its initial ruleset:
■■ Rules and Thematic
■■ How do players move?
Example Solutions:
■■ Do they roll a dice?
■■ Do they draw movement tiles out of a bag?
■■ Do they get to move X number of spaces per turn?
■■ Types of Fun
The game is not fulfilling our expectation for the Fellowship type of fun.
■■ Could we find ways to make the game more co-operative?
■■ Could we require teamwork to explore certain areas?
■■ E.g., Standing on this tile disables surrounding tiles.
VALIDATING ASSUMPTIONS
Playtesting can be used to validate assumptions, such as whether a game
is too complex, lacks depth, has correct pacing, or verifying if the game is
delivering on a certain type of fun.
Make Rules 2
After making more rules (such as those listed above), we would start the cycle again.
A suggested flow:
■■ Make Rules: 5 minutes
■■ Prototype: 10 minutes
■■ Playtest: 5 minutes
■■ Second Make Rules: 5 minutes
Homework
1. Students finalize their rules sheet, ready for playtesting.
■■ Students should revise the list of rules together and ensure that the game is
ready for playtesting.
■■ When doing the final check, evaluating the game from the perspective of a
cheater can be a good way to make sure you have covered everything.
■■ Inform students that the rules for the final game should be short enough
to fit on a single piece of paper.
■■ Students will be annotating each rule on the sheet when submitting their
final project, detailing the reason for its inclusion.
GAME
OVER
Lesson 4
Playtesting and Feedback
Students learn about giving good (and bad) feedback, playtest one other
group’s game, and improve their game based off playtest feedback.
Student Objectives
■■ Playtesting is conducted to surface feedback to improve the game
and to validate assumptions.
■■ Good feedback is goal-centric and clearly identifies problems and
their causes.
■■ Bad feedback lacks reasoning and proposes solutions, rather than
surfacing problems.
10 MINUTES
Playtesting Discussion
Playtesting
The main goals of playtesting are:
■■ To surface feedback on ways to make the game better in an honest and unbiased
manner (identifying problems and opportunities).
■■ To capture a user’s reactions to your game; things that were confusing, unclear or
make them happy/unhappy.
■■ To validate assumptions.
For example, a designer might say: “I think the cooperative elements in the game
make players happy. Do they succeed at this in practice?”
Feedback
GOOD FEEDBACK
Is goal centric.
■■ E.g., You were trying to make a challenging experience, but it was
not challenging.
■■ Help the designer to validate their goals and challenge their goals, rather
than challenging the specific implementation.
■■ The specific implementation is commonly not the best representation of the
goal they were trying to meet.
Clearly identifies problems and why they were problems (E.g., I experienced
X and it did not match my expectations because Y).
BAD FEEDBACK
General Tips
■■ Give the tester the minimum amount of information about what they’ll be testing
beforehand. For the first playtest, it’s typically only the rules. For the second
playtest, this typically includes test goals to validate (once the testers know what
the game is all about).
■■ Running a playtest puts students in a very vulnerable position. Be respectful of
your classmates when delivering feedback to them. Remember, feedback isn’t
personal criticism, but sometimes can run quite negative; try not to take the
feedback too personally.
■■ Students are going to have differing opinions on the things they playtest
and that’s okay! Different players are going to enjoy different types of fun and
different experiences.
30 MINUTES
EXAMPLES
■■ Validate that complexity of game is appropriately low.
■■ Test that there is sufficient depth after the halfway point of the game.
■■ Ensure that the game is delivering on the Fellowship type of fun.
2. Each group will designate one group representative to stay behind and send
the rest of their students to a neighboring team to playtest their game.
GROUP REPRESENTATIVE
■■ One student remains behind to take notes on the experience. They should
provide the rules sheet to the visiting group and take notes (on things that
are confusing, if the game breaks or if pacing is correct), but otherwise not
give any help.
■■ This will help illuminate where the rules sheet needs more or less clarification.
3. After the test, the group representative should interview their testers
about their experience.
20 MINUTES
1. After giving and receiving feedback, students return to their original groups.
2. Students should:
■■ Confirm assumptions that were validated.
■■ Create a list of things they can improve or want to change.
3. Prioritize the list of changes in order of most critical to change, to least critical.
■■ Prioritizing feedback is important, because time is limited in game development.
Features that seem important to fix might need to be postponed or abandoned,
simply because other fixes are higher priority.
■■ Compare fixing an issue that prevents players from ending the game (critical), to
an issue where the early portions of the game drag out too long (minor).
4. Groups delegate tasks to fix some of the issues in order of importance.
Lesson 5
Final Iteration and Playtest
Students make a final iteration, then playtest more games from other groups.
They finish the module by writing a game post-mortem.
15 MINUTES
Final Tweaks
Students will make final changes to their games and then jump into a full playtest,
where students will play each others games.
1. In their groups, students should make final changes and tests to their games,
and be strongly encouraged to lean on their prioritized list of problems from the
previous lesson.
2. Students should run one last full experience playtest within their own group
to test the changes and practice running the game.
45 MINUTES
Homework
Game Post-Mortem
Developers commonly release game post-mortems as a way to document learnings
from the development cycle.
The purpose of the game post-mortem for this module is two-fold. Firstly, it should
allow students to reflect on their design decisions. Secondly, it will allow the teacher to
corroborate an individuals’ accounts of the development cycle.
Deliverable
Students should reflect on:
Even experienced developers learn something new every time they make a game,
and find something to improve for next time.
The post-mortem should avoid reflecting on personnel issues; E.g., X person didn’t
manage to get the character designs finished, so my level designs were delayed.