#game design tips
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ribstongrowback · 6 months ago
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game design is an art. this means that just like other forms of art, it's okay to make things just for practice. writers drabble, painters scribble, and just like them you should try to experiment with mechanics, style and form.
take a theme and think about it. if you haven't tried yet, remove dice. try other tools. ask yourself what you'd do without RNG to better think about what to do with it. read something from that bundle you bought years ago.
i promise you: there are so, so many ways you haven't thought about ttrpgs. you have blind spots. it's okay. with time, not only will you make better stuff, but you'll come to appreciate games even more!
at the very least, you'll know what you hate lmao
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todd-howard-official · 1 year ago
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Buy my game
Please just buy it
I'm in so much debt
I spent so long trying to develop new systems for Starfield (Order your copy today!) that I had to survive off of microwaved ramen noodles and unused copies of fallout crushed up and mixed with coke.
I put most of my workers on furlough.
It wasn't enough.
It was never enough.
None of you have the slightest idea what I sacrificed for Skyrim's success.
You make jokes about me milking it? You would too, if that was the only way to stave off the debts that were fast coming due. I don't remember their names or faces, only the sound of boiling oil in my ears. I said yes to anything that I had to. And they told me I'd be a success, create a legacy larger than any other game of it's kind. I don't remember what they asked for in return, but it haunts me in the hours between dreaming and waking. Eyes wide, paralyzed but my heart is racing. An empty silence about me, but new terrors come in every flicker of the light and brush of the breeze on my curtains. I don't l know what they want, but I spend every waking hour trying to figure it out.
BUY MY GAME
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redappletech · 1 year ago
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It will help you to impress the desired audience segments quite naturally and also enhance the overall download and installation of your game application throughout the year. For more insights, you can talk with a professional game design studio. We will proceed to discuss: Major Design Tips to Remember When Developing a Game, https://www.linkedin.com/pulse/level-up-your-game-essential-design-wy18c/
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thealchemyofgamecreation · 1 year ago
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Ideas for Game Designers Part I: Book Adaptation
Check out my latest blog article on book-to-game adaptations for all you game designers out there. Read now for valuable tips and potential game ideas. #GameDesign #BookAdaptations #GamingIndustry #AdobeFirefly
Intro Welcome to the first installment of our “Ideas for Game Designers” series! In this article, we’ll explore the exciting world of book adaptations in the gaming industry. Books have long been a source of inspiration for game developers, offering rich narratives, well-developed characters, and immersive settings. Join us as we delve into the realm of book-to-game adaptations, where literary…
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cinnamon-flame · 6 months ago
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Hello I am back with more Viva Piñata doodles! Turns out if you think enough about fluffy piñatas you can force your way through art block (at least for a while)
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The typical Viva Piñata experience, I love you Pretztail but why are you like this I drew so many Pretztail as a "do over" of my first Viva Piñata drawing from 2018
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that's when it all started
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todd-howard-official · 1 year ago
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You can believe me. I'm your friend.! I make all of these numerous games for you to play. Like Skyrim.
GAMING RULE 1: NEVER PREORDER
GAMING RULE 2:
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poorly-drawn-mdzs · 6 months ago
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Shout out to all artists who had to work without any strong direction or instruction.
I wish you a merry “the client likes it anyways”
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thealchemyofgamecreation · 2 years ago
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Understanding In-Game Economies: Part II
I'm excited to share my latest article on game design - "Understanding In-Game Economies: Part II"! If you're interested in game design, be sure to check out the article! #GameDesign #Gaming #GameDevelopment #GameEconomy #AdobeFirefly
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todd-howard-official · 1 year ago
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Never say I don't listen to my fans
Losing it at this
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ramonn90 · 1 year ago
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Get access to my brushes, art tips, process videos, and files here https://www.patreon.com/ramonn90
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physalian · 8 months ago
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Take A Risk and Don’t Write a Chosen One
This trope stands the test of time for some very good reasons: Audience wish-fulfillment as they live vicariously through the hero, automatic plot-induced agency for your protagonist, and automatic legitimate reasons for your protagonist to join the whirlwind adventure of the day.
I like chosen ones. We all have our favorite famous chosen ones and I’m not here to say the concept of a chosen one is bad at all.
However.
Those “automatic” windfalls that come pre-packaged with the trope can lead to the author taking shortcuts, or not thinking they have to put in more effort to write a compelling character, because they’re the “chosen one,” what more do you need?
Not writing your protagonist as commanded by the powers that be to participate in the plot forces you to get creative with why they’re here, what they want, and how they entrench themselves in the story. And most importantly, if the gods haven’t chosen them to act, they must now choose themselves to act.
I have never read Harry Potter and after its author-who-shan’t-be-named flushed her reputation down the toilet, I never will. I’ve seen the movies, they’re ok. I have no nostalgia-driven love for this franchise, and most of that comes from watching Harry be an incredibly boring protagonist.
Book readers correct me, but Harry is the poster child of “only exists so the audience can live vicariously” with generic heroic traits and nonexistent or at least unimportant side quirks and distinguishing hobbies, interests, or personality tics. He’s “brave” and “courageous” and “determined”... as most child protagonists of children’s books should be. He has zero flaws that come back to bite him in the ass. He acts the way he’s supposed to, not the way he should want to, as an independent being.
He’s the least interesting character in this entire cast, and I can’t stand Movie Ron. Ron, Hermione, Neville, or Draco would have made much more compelling protagonists and so much of this relies on the “Harry is important because the plot demands it” crutch.
Why is he the chosen one? Because his birthday happened at the right time of year? What is the story trying to say about the dichotomy between him and Voldemort? What about his personality, his wizard-societal stances on the many faux pas in this series, or the choices he makes, that makes him the chosen one? Why should I care?
You know who’s a great chosen one? Percy Jackson. Why? Because he understands the screwed up world he lives in on page 1. Being a demigod isn’t everything he ever dreamed and despite what Disney + wants you to believe, he’s got a crap bio dad who’s as disappointing in book one as Percy expects him to be.
He’s not even the chosen one by the end of the original series, and what a fantastic twist that was.
An infamously self-chosen protagonist has her own iconic hero quote: "I volunteer as tribute". Katniss is a nobody. She's not the evil president's daughter, she's not the child of a famously martyred revolutionary, she's just a girl who refuses to bow down to the reaping, refuses to let her sister get slaughtered, and volunteers for a death match that historically sees anyone living to survive another year cowering in relief. Yeah, she has some convenient skills in her archery and survival knowledge, but those matter because her district is starving, she learned through necessity.
Every second of her story, Katniss is fighting for her right to exist, and she only becomes a "chosen one" dragged around by the powers that be when she becomes marketable to the grand scheming of the actual revolutionaries, when, before, she didn't care about politics, she just wanted to save her sister. She matters because she chose compassion in a world where survival demands only serving yourself.
It’s so, so easy to start planning your book and make your cool fantasy world and figure out how your protagonist fits into it. So easy to say “well they’re the long-lost princess and the only heir to the throne” or “this magic amulet from her great great aunt is the key to saving the world” or “she’s the villain’s secret love child and the only one who can stop him because blood magic” or “this vague prophecy picked this little desert slave boy to bring balance to the Force”.
None of these stories are at fault for writing chosen ones.
But push yourself to let go of that crutch and come up with other reasons for why your hero is the hero. Usually this character has been isekai'd into magical-fantasy-land or magical-hidden-fantasy-urban-underbelly and you can still write that character.
Refusing to make them the chosen one demands one thing first and foremost: How is this outsider going to fight for their place to exist here? What do they bring to the table with their hobbies or interests or unique skillset that happens to be mighty applicable and useful in this new world? What is it about their personality that draws these strangers in? What do they want from this new world, and what are they willing to do to get it?
This choice demands you give your hero agency (though whether you give into those demands is up to you).
More importantly: I think it gives your audience agency, as they still live vicariously through their hero. Sure, lots of kids have lost their parents and live in horrid conditions like a cupboard under the stairs, but none of us will ever be “chosen” by omniscient wizard prophets. Harry would have immediately been a more compelling protagonist to me if he’d stumbled upon magical shenaniganry and fought for his place as some forgotten nobody mudblood.
Harry would have shown us his courage, instead of the story insisting he has it, we promise, just don’t think too hard about it.
Stop giving me characters who accept their destiny because God said so. Give me characters who fight tooth and nail for a destiny they discover on their own and I’ll root for them to succeed even more than someone compelled by force. Not everyone can be a chosen one, but everyone *can* choose themselves and decide to act.
With that said, I have an announcement! I have a new book in the works bereft of a prophecy-ordained hero. It’s time I put all my sagely writing wisdom to the test in a shiny published paperback myself. If you’ve learned anything from my blog in your writing journey, please subscribe for updates on the upcoming novel!
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olgadrebas · 1 year ago
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6 ways to give yourself feedback to your character concept art 👀
Put the 🧙 on a background from the game in your target style.
Place your 🧙 in the middle of a row of 5 comparable characters in target style.
Send your concept to the target device (mobile phone, TV) and view it on that screen in the size in which the 🧙 is supposed to be in game.
Imagine your 🧙 animated: can they run? Jump? Fight? Will any model's parts penetrate other parts during the most frequently used animations?
Place your 🧙 next to other 🧙's from games in similar style - is its game function readable? Is it simple enough (complex, threatening, etc.)? Is it possible yet to “tune up” the readability of their function?
How can you simplify the design w/o losing the readability of its image or function?
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todd-howard-official · 2 years ago
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This is why mudcrabs are the way they are. To represent the natural emnity that exists between mankind and nature. Animals are naturally your enemies, don't let @official-peta-blog manipulate your emotions, they want you dead.
BUY MY GAME
the PETA elden ring video is fucking killing me
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howtofightwrite · 1 year ago
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So, uh, I know that this place is mostly for writing, but making your own TTRPG system kinda qualifies as writing, doesn't it?
Either way - here's a fighting-related question that came up during my process making it. Is fear an important aspect of combat? Small-scale combat, to be specific, not the kind where you see a thousand of knights fight another thousand of knights.
Would wounds (or even hits that are strong enough to be felt through armour) inflict noticeable stress to a well-trained soldier? Would it be bad enough to, potentially, make them panic, even if they aren't in any actual danger yet? Or would that mostly be a problem with inexperienced fighters, and training/combat experience could make someone relatively desensitized to that sort of thing?
It's probably worded weirdly, I know, but, in general, what I'm trying to ask here is - should one consider stress/fear as a thing that might change the tides mid-combat, even if cowardice (or anything similar) isn't a major character trait for neither of the combatants?
This one isn't really writing, it's a game design question, and fully answering it is going to require digging a lot deeper into what you're trying to do with the game. It is entirely reasonable for your character to still suffer some lesser injuries from hits their armor absorbed, and for you to have a secondary mental stat that gauges your character's mental ability to keep functional. Warhammer's Morale and the Storyteller system's Willpower stats come to mind as examples of this. Also Call of Cthulhu's Sanity stat, though that's a little more involved.
So in game design, you need to decide how you want combat to feel. And, this can be anything from gritty realism to a fun power fantasy. In fact, the genre of your game will heavily determine how you want your systems to shape your experience.
I can't remember if Warhammer tabletop does this, or if I'm conflating it with Gladius and Dawn of War, but, in Warhammer your units actually have a separate morale hitpool. Obviously, for a lot of armies in Warhammer, keeping your units fighting against horrific, unknowable abominations is a major theme, so a main system (and a part of every unit stat card) is how much stress they can take before they have a complete nervous breakdown, and start running in the opposite direction. In fact, in tabletop, the game actually has multiple systems evaluating whether your own units will actually follow their orders at all. The difficulty of commanding troops against impossible threats is a central theme of the systemic narrative Warhammer is trying to create, so it gets multiple top level systems.
Compare that to D&D, where there are no top level systems regarding the mental state of your characters. They signed up to fight unknowable abominations, and magpie their way through the world, so when they encounter something genuinely unnerving, that gets special rules on that monster. It's not part of the power fantasy of D&D (most of the time.) So when it does show up, it just gets attached as an addendum to an existing rule system or as a special rule for one creature.
So, what does your game system want?
If you want a small scale, sword & sorcery brawler, you probably don't need to model their mental state, or how afraid they are. You really need to know if their morale is high, and when it is high, you can probably handle that with simple conditional buffs. In fact, this is probably a system where you wouldn't even want to model a low mental state, unless things are truly dire, or supernaturally oppressed. (Again, with special rule cases for that, because it's not going to come up very often.)
This probably should have been a few paragraphs earlier, but just looking at an RPG's character sheet can often tell you a lot about what the designer intended for their game. The things your players are going to have to interact with regularly need dedicated systems. Stuff that comes up rarely, shouldn't get dedicated systems. (And, this is a very real issue with a lot of RPGs, where there are a lot of different systems to keep track of, that could have been scrubbed out and set aside as flavor or special rules. Including with D&D.)
If your primary focus is a kind of horror RPG, then you need those extra systems. You're going to be dealing with them constantly. You might want an attribute called Resolve (or whatever) to specifically model how well a character handles dealing with horrific situations, or seeing their friends ripped to shreds. You might also have a separate tracked HP pool (similar to how Darkest Dungeon handles it) specifically focused on their ability to manage psychological strain.
If you're going for that, psychological damage can be a lot more deciduous in a tabletop environment, because you cannot armor yourself against that. Characters might be able to have some psychological resistance through strenuous mental conditioning, but again, as the game designer, you control exactly how much a player can stack up, so you can balance around the absolute maximum damage that a player could mitigate, while also keeping in mind how much the raw damage would do to a defenseless character.
You could have a rule system where characters can pretty reliably soak off most of the physical damage, but suffer serious attrition due to psychological (or, even magical) damage that they couldn't mitigate.
How armor works in your game is a similar situation, where the rules need to follow the kind of experience you're trying to create. However, unlike dealing with psychological strain, armor rules also need to consider how easy they are to implement at the table. A lot of CRPGs use % based armor mitigation, and that's great, if you have a computer that can crunch those numbers for you. If you're at the table and rolling 3d8, it's going to be a lot more awkward to figure out what 43% mitigation will do to your resulting values. So, it's a lot easier to simply say that armor subtracts X from incoming hits. Like, “Armor 2 means that each incoming attack does two less damage.” This starts to run into a balance problem. In theory, a character with sufficient armor might be able to mitigate all incoming damage (and you will have players who stack defense with this specific goal in mind. You can't escape that.)
This leads to one of my favorite solutions for this. I think it was J.E. Sawyer's Fallout 3 that never happened, but the idea is that if you're taking damage from hits, and your armor is absorbing that, it goes into a second, less severe, damage category. To use the example of White Wolf's Storyteller system, you convert lethal damage into bashing. It can still kill your characters, but it reduces the overall effect of that damage in the moment, makes it a lot easier to recover from, but also doesn't let them just walk in and soak all the damage without issue. So, for example, your character has Armor 4, an enemy swings on them for 8 lethal damage, and 4 points of damage are converted to bashing. (When their lethal + bashing damage reaches their HP pool then they're downed or knocked out), but they're not in danger of dying unless they take more lethal damage, or are suffering from some ongoing damage effect (like bleeding.)
Another, more lethal option I really liked from a D20 system (so, basically 3.5e D&D), was Star Wars's vitality system. The Wizards of the Coast Star Wars RPG had two HP pools. One was the normal hit dice per level based on class from D&D called Vitality (if you ever wondered why your HP in KotOR was called Vitality, this is why.) The second pool was Wounds. This was equal to your Constitution score. So, if you had CON 12, you could take 12 wound points. If you ran out of Vitality, damage would apply directly to your wound pool, and if you ran out of wound points, you were dead. Just, dead. No downed state, no stabilizing, you were toast. And, here's the thing that I might be misremembering, but if you critically hit someone, instead of multiplying your damage, your damage bypassed their vitality and went directly to wounds. This meant you had a fairly normal D&D rule set that could turn lethal with very little warning. Still a concept from game design that I like to keep in mind, because it creates a very dangerous feel in combat. Because of how the flavor was written, Vitality damage didn't even necessarily mean your character was being directly harmed. Taking damage from vitality might mean your character narrowly escaped getting hit by a blaster bolt, or that they effectively parried an incoming lightsaber attack. It still had the effect of wearing characters down over time without automatically meaning that they were suffering absolutely implausible amounts of injuries (though it could, also mean that your character had suffered minor cuts and scrapes or that their armor had taken a few hits for them.)
Something that gives the player a bit more control over their own durability would be to give items HP pools of their own. This isn't a normal item deterioration ruleset, but rather you're giving their armor a fixed amount of HP, that it can absorb in their place. So, to refresh that example above, if your character has Armor 4, and they're hit for 8 damage, instead of taking 4 bashing, they might choose to have that damage dealt directly to their armor. (And, this is a case where the decision to how to deal with that damage could be in the player's hands if you wanted. It gives them some proactive agency while taking damage, which is rare in TTRPGs.) You could even use this for a blowthrough rule, where if a character takes more damage in a single hit than their armor's remaining HP, the armor is destroyed and offers no protection from that attack. This, again, plays more into horror, as their armor will be wearing down over time, and if they're not performing regular maintenance to try to keep it working, could potentially fail them in combat. (It also creates a very cathartic moment for players to sheer through an enemy's armor, dropping them on the spot.)
All of this can and really should be, tuned for your systems and numbers. I have biases on exactly how granular I like my TTRPGs, but that doesn't mean you're tied to those values, and some people really do like the triple digit HP pools of high level characters in D&D and Pathfinder. I'm not going to say you're wrong for that, because I don't think you are, but obviously, something like Armor 4 means something very different if you have an average HP of 8-12, versus, if you have an average HP pool ~72.
So, when balancing combat to create the experience you want, you need to keep track of average combatant HP, average attack damage, and the mitigation options characters can use. At this point, you then need to decide how you want these to relate to one another. All of these values are relative to each other. From a gameplay perspective, there's no difference between a game where characters have 10hp, and each hit connects for 1 damage, vs a game where players have 40k HP, and each hit connects for 8k. It's the same game, the only thing that's changed is the amount of numbers you have to scribble onto the page while tracking damage. If you think your characters are too resistant to incoming damage, you can increase the amount of damage attacks do, or limit the amount of mitigation they have access to. Limiting mitigation can take the form of simply reducing how much damage resistance they can get, or it can function by adding additional considerations to their mitigation (as mentioned above.) (Granted, the Vitality system is a bit of a nuclear option, because that will change your combat to be exceedingly threatening, without becoming instantly lethal. Which, might be what you want.)
You have a lot of freedom for how you shape your players' experiences, and with a bit of creativity you can provide a unique combat experience for your players.
-Starke
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ramonn90 · 1 year ago
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Get access to my brushes, art tips, process videos, and files here https://www.patreon.com/ramonn90
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qi-rong-the-ghost-king · 3 months ago
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