Sunday, April 17, 2011

Game Design in the Coffee by SWERY



If y'all didn't know, SWERY65 is one of my favorite game designers... He took a game that had some unfortunate drawbacks (Deadly Premonition), and turned it into something amazing with a few key points he shared at this years GDC.

I am just going to link to the blog, but I'm going to post the talking points that SWERY explains in detail in the blog post:


Game Design in the Coffee on ACCESS Games site
[Note: The Website is in Japanese, so to actually get to the article in question you'll have to do a little clicking. Make the site text appear in English (with the link on the top right of their page) and then look for the March 22nd Blog post at the bottom.]

Point 01 : Make gamers think about your game when they aren't playing it

Point 02 : Make gamers "want" to play through your meticulously scripted story

Point 03 : Create a storyline for a free roaming open world game

Point 04 : Prevent players from quitting the game at the result screen

Point 05 : Make appealing characters


Point 07 : Use what's most important? Your...

The reason I'm posting this, is that these points (Except 6, as it refers directly to video games) all apply to any sort of game design, including pen and paper RPG's, which, if you know anything about us here at ninjaHELL, you know that ALL of us (Yes, even Aki as of this week) Dungeon Master games, and we like to do it in very odd, creative ways.
You'll have to read the article to see more about what each of these key points can do for you in your own design, but I think it's cool to see someone of SWERY's talent actually come forth and share what made Deadly Premonition set itself apart from being just a "Budget Title".

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