Showing posts with label infographic. Show all posts
Showing posts with label infographic. Show all posts

Friday, August 31, 2012

Kickstarter Stretch Goal Perks: More or Better? [POLL RESULTS | INFOGRAPHIC]


Following up on the poll earlier this week, I asked if you prefer Kickstarter stretch goals that add more perks or improve the perks you already expected. This question got a lot of really great responses and the voting was very tight. Interestingly, though BETTER won the day, MORE had far more supporting comments. Granted, comments from either side had plenty of caveats.

"MORE!... Assuming the base product is already high-quality."
"BETTER!... Depending on the type of product."

So what do you think of the results? Surprised? Relieved? Share your thoughts in the comments!

Thursday, May 17, 2012

Feedback Loops in Game Design [Infographic]

Feedback Loops in Game Design

FULL TEXT:

FEEDBACK LOOPS IN GAME DESIGN
as observed by Jesse Catron, Jay Barnson, Kyoryu

Design: Daniel Solis (danielsolis.com)

In a feedback loop, the output affects the input.

POSITIVE FEEDBACK AMPLIFIES the output and tends to destabilize the system. For example, the runaway leader. One player takes an early insurmountable lead.

In Settlers of Catan, the player with the most productive settlements will generate the most resources, which enables him to build more settlements and gain even more resources.

NEGATIVE FEEDBACK DIMINISHES the output and tends to stabilize the system. For example, a “take-that” mechanic that gives trailing player’s more opportunities to constrain the leading player’s efforts.

In Settlers of Catan, players are less likely to accept trades with the leading player. The leading player is more likely to be targeted by the Robber.

Balancing feedback loops is an important skill for all game designers.

DECK BUILDING

[ + ] You can use low value “copper” cards to buy higher value “silver” and “gold” cards, thus leading to greater and greater amounts of buying power later in the game.

[ - ] Victory is determined by collecting Victory Point cards, which have no short-term tactical value and simply take up space in your deck.

RACING / KING OF THE HILL

[ + ] Once a driver takes an early lead, they can shift to high gear to increase speed. While the trailing drivers jockey for more optimal position, the leader has few obstacles.

[ - ] Curves and hazards can make speeding dangerous, allowing trailing drivers to catch up. If cars have weapons, this makes the leader a likely target.

KNIZIA SET

[ + ] Players collect several different types of resources. Each resource has unique properties. Some of which may buy upgrades that make acquiring resources easier.

[ - ] Victory is determined by collecting the most full sets of all resources. Focus is spread across a broad spectrum of tactical decisions.

SOURCES
hyperbolegames.com/2012/05/11/game-design-gone-loopy/
rampantgames.com/blog/2009/08/game-design-positive-and-ne...
www.design.wrong.net/?p=14

“Refresh” symbol by Joris Hoogendoorn, from The Noun Project
“Flag” symbol by Brad Hollander, from The Noun Project

Released under a Creative Commons - Attribution license

Thursday, April 26, 2012

Hierarchy of Interface for Tabletop Games – The Stavro Principle

Hierarchy of Interface for Tabletop Games as observed by John Stavropoulos (Source)


TOOLS
The actual components of play, like character sheets, cheat sheets, boards and bits.

TEXT
The actual documented rules and how they are presented, including exact wording, procedures and game terms.

RULES
The parameters of play as best recalled by the players. Less formal than text, but more formal than the basic design intent.

INTENT
The assumptions of how a game would be played, often expressed directly by the designer with minimal formal documentation.

“Dice,” “Pencil” symbol from The Noun Project collection.
“Paper” symbol by Tom Schott, from The Noun Project collection.
“Quote” symbol by Henry Ryder, from The Noun Project collection.
“Note” symbol by Brendan Lynch, from the Noune Project collection.
“Pawn” symbol by Kenneth Von Alt, from The Noun Project collection.
“Dialog” symbol by Dima Yagnyuk, from The Noun Project collection.


This graphic is released under a Creative Commons Attribution license.

So, a little background: John made some observations about RPG rules presentation on a Google Plus thread. Luke Crane suggested this could be modeled as a hierarchy by some designerly folks. I took the case and made slight slight tweaks broaden the scope to board games, too. Feel free to use this in your discussions. I'm not really interested in getting into game theory debates though. :)