paper prototyping game design framework and deck

2
DOMINO EFFECT CHANGE PLACE POST-IT DOMINO EFFECT CHANGE PLACE POST-IT DOMINO EFFECT CHANGE PLACE POST-IT DOMINO EFFECT CHANGE PLACE POST-IT CENTRAL CHANGE PLACE POST-IT INSTRUCTIONS PAPER PROTOTYPING GAME DESIGN FRAMEWORK * Explore the pairs of cards in the prototyping deck. * Place one card related to the most important part of your game’s value proposition in the middle of framework. * Put post-it underneath with how you think the game would change thanks to the card. * Place one card of each of the pairs in the rest of the card slots. Remember: only one card per pair. * In post-its, write the “domino effects” of your main card on surrounding cards. For example, if you change the winning condition, would that change the scale of the game?

Upload: andrea-coto

Post on 22-Jul-2016

221 views

Category:

Documents


1 download

DESCRIPTION

I created a framework and a deck of cards aimed at helping game designers think of their prototypes in new ways and push their design decisions to get unexpected outcomes. This framework and the deck are licensed under Creative Commons By, so go ahead and use them however you want and in your company! Made for my Code Liberation workshop at NYU, June 2nd, 2015.

TRANSCRIPT

Page 1: Paper Prototyping Game Design Framework and Deck

DOMINO EFFECT CHANGE

PLACE POST-ITDOMINO EFFECT CHANGE

PLACE POST-IT

DOMINO EFFECT CHANGE

PLACE POST-ITDOMINO EFFECT CHANGE

PLACE POST-IT

CENTRAL CHANGEPLACE POST-IT

INSTRUCTIONS

PAPER PROTOTYPINGGAME DESIGN FRAMEWORK

* Explore the pairs of cards in the prototyping deck.

* Place one card related to the most important part of your game’s value proposition in the middle of framework.

* Put post-it underneath with how you think the game would change thanks to the card.

* Place one card of each of the pairs in the rest of the card slots. Remember: only one card per pair.

* In post-its, write the “domino e�ects” of your main card on surrounding cards. For example, if you change the winning condition, would that change the scale of the game?

Page 2: Paper Prototyping Game Design Framework and Deck

LIQUIFY

Make your gameless tangible.

Guiding questions:What if time was quicker?What if the materials were flexible/less sturdy?What would happen if the game was hard tosee/hear/feel?

Guiding concepts:materials, time, physicality

SCALE DOWN

COLLECTIVIZESCALE UP

Augment the scale of your game.

Guiding questions:What if the board was the city?What if this was played by whole countries?

Guiding concepts:materials, location, economy

Minimize the scale of your game.

Guiding questions:What if the board was smaller?What if this was played in a tiny space?

Guiding concepts:materials, location, economy

Make your game more social.

Guiding questions:What if the game had more players?How could we make the game more sociallyengaging?

Guiding concepts:community, player interactions, rituals of play

INDIVIDUALIZE

Make your game less social.

Guiding questions:What if the game had less players?How could we make the game more aboutcontemplation and solitude?

Guiding concepts:community, player interactions, rituals of play

BEND

Take out some rulesfrom your game.

Guiding questions:What if this rule didn’t exist?What if players were welcome to cheat?What if rules were loosely defined?

Guiding concepts:mechanics, rules, rituals of play

RESTRAIN

Put more rules into your game

Guiding questions:What if a new rule was added?What if rules were very strict?

Guiding concepts:mechanics, rules, rituals of play

WINDIFFERENTLY

Add or change thewinning condition.

Guiding questions:What if players could win in more ways?What if players could win in a completely di�erent way?

Guiding concepts:goals, player interactions

LOSEDIFFERENTLY

Add or change thelosing condition.

Guiding questions:What if players could lose in more ways?What if players lose in an unexpected way?

Guiding concepts:goals, player interactions

SOLIDIFY

Make your gamemore tangible.

Guiding questions:What if time was slower?What if the materials were sturdier?What would happen if you could take thegame with you?

Guiding concepts:materials, time, physicality

Trophy icon by Ken Messenger

Trophy icon by Ken Messenger