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Gameplay Design
         DAY 2

      Petri Lankoski
   petri.lankoski@sh.se
Chance
Can be used to                 Ways to introduce
                               chance
  delay/prevent solvability
                                 Dice
  decrease the role of skill
                                 Cards
  increase variety
                                 Pseudo-random numbers
  create dramatic moments
                                 Hidden information
  add risk-reward
  decisions                      Other game objects
Dice

Each number of a die has equal change to
be rolled

Each roll is independent event
  previous rolls does not inïŹ‚uence next rolls


BUT: 2D6, 3D10, etc., skews toward center
(2D6 -> 7, 3D10 -> 16.5)
D6 Probabilities




Figure: Weisstein, http://mathworld.wolfram.com/Dice.html
Dice Probabilities
1D6
               1     2   3   4   5    6
Probability   1/6   1/6 1/6 1/6 1/6 1/6
Dice Probabilities
1D6
               1     2   3   4   5    6
Probability   1/6   1/6 1/6 1/6 1/6 1/6



2D6 (SUM)
Dice Probabilities
1D6
                   1        2   3       4   5    6
Probability       1/6   1/6 1/6 1/6 1/6 1/6



2D6 (SUM)
              1         2           3       4        5    6
   1          2         3           4       5        6    7
   2          3         4           5       6        7    8
   3          4         5           6       7        8    9
   4          5         6           7       8        9    10
   5          6         7           8       9        10   11
   6          7         8           9       10       11   12
Dice Probabilities
1D6
                   1        2   3       4   5    6
Probability       1/6   1/6 1/6 1/6 1/6 1/6



2D6 (SUM)
              1         2           3       4        5    6
   1          2         3           4       5        6    7
   2          3         4           5       6        7    8
   3          4         5           6       7        8    9
   4          5         6           7       8        9    10
   5          6         7           8       9        10   11
   6          7         8           9       10       11   12
Dice Probabilities
1D6
                   1        2   3       4   5    6
Probability       1/6   1/6 1/6 1/6 1/6 1/6

                                                                    Prob.
2D6 (SUM)                                                      2    1/36
                                                               3    2/36
              1         2           3       4        5    6
                                                               4    3/36
   1          2         3           4       5        6    7
                                                               5    4/36
   2          3         4           5       6        7    8
                                                               6    5/36
   3          4         5           6       7        8    9
                                                               7    6/36
   4          5         6           7       8        9    10
                                                               8    5/36
   5          6         7           8       9        10   11
                                                               9    4/36
   6          7         8           9       10       11   12
                                                               10   3/36
                                                               11   2/36
                                                               12   1/36
Cards
Offers more ways to control randomness

Possibility to hide information and reveal it
later

Can work as game objects

Probability of an event depends of previous
events (drawn cards)

  shufïŹ‚ing resets
Pseudo-Random
        Numbers

Computer-generated numbers that are
almost random

1D6 in Unity: (int)(Random.value * 5) + 1

Possibility to repeat the same event
sequence when desired
Hidden Information


Not random element as such

When information is not available, players
ïŹrst choices are random guesses
Other Game Objects


Spinners

Roulette wheel

...
Design Task

Main dynamic: Territorial acquisition

Two goals:

   conquer all the terrain

   own most of the terrain in turn X

Players: 2-4

Deliverables: Board-game, card-game, or tile-based
game prototype
What is this game about? THEME?

How do I play? MECHANICS?

How do I win? GOALS?

Why do I want to play?

What things do i need to do?
  How do I reach the GOALS; what are the obstacles;
  DYNAMICS?
Handy Tricks

Change unlimit / limit resources

Experiment with play order

Kill a rule until you have the core left

Drastic changes to values (2*, /2)

Change dynamic (add / remove / change a
feature)
Further reading
   Brathwaite & Schreiber,
    Challenger for Game
Designers. Course Technology
Chapter 5 Elements of Chance
+ Chapter 8 Chance and Skill:
       Finding Balance

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Gameplay Design Workshop 2/2 (2011)

  • 1. Gameplay Design DAY 2 Petri Lankoski petri.lankoski@sh.se
  • 2. Chance Can be used to Ways to introduce chance delay/prevent solvability Dice decrease the role of skill Cards increase variety Pseudo-random numbers create dramatic moments Hidden information add risk-reward decisions Other game objects
  • 3. Dice Each number of a die has equal change to be rolled Each roll is independent event previous rolls does not inïŹ‚uence next rolls BUT: 2D6, 3D10, etc., skews toward center (2D6 -> 7, 3D10 -> 16.5)
  • 4. D6 Probabilities Figure: Weisstein, http://mathworld.wolfram.com/Dice.html
  • 5. Dice Probabilities 1D6 1 2 3 4 5 6 Probability 1/6 1/6 1/6 1/6 1/6 1/6
  • 6. Dice Probabilities 1D6 1 2 3 4 5 6 Probability 1/6 1/6 1/6 1/6 1/6 1/6 2D6 (SUM)
  • 7. Dice Probabilities 1D6 1 2 3 4 5 6 Probability 1/6 1/6 1/6 1/6 1/6 1/6 2D6 (SUM) 1 2 3 4 5 6 1 2 3 4 5 6 7 2 3 4 5 6 7 8 3 4 5 6 7 8 9 4 5 6 7 8 9 10 5 6 7 8 9 10 11 6 7 8 9 10 11 12
  • 8. Dice Probabilities 1D6 1 2 3 4 5 6 Probability 1/6 1/6 1/6 1/6 1/6 1/6 2D6 (SUM) 1 2 3 4 5 6 1 2 3 4 5 6 7 2 3 4 5 6 7 8 3 4 5 6 7 8 9 4 5 6 7 8 9 10 5 6 7 8 9 10 11 6 7 8 9 10 11 12
  • 9. Dice Probabilities 1D6 1 2 3 4 5 6 Probability 1/6 1/6 1/6 1/6 1/6 1/6 Prob. 2D6 (SUM) 2 1/36 3 2/36 1 2 3 4 5 6 4 3/36 1 2 3 4 5 6 7 5 4/36 2 3 4 5 6 7 8 6 5/36 3 4 5 6 7 8 9 7 6/36 4 5 6 7 8 9 10 8 5/36 5 6 7 8 9 10 11 9 4/36 6 7 8 9 10 11 12 10 3/36 11 2/36 12 1/36
  • 10. Cards Offers more ways to control randomness Possibility to hide information and reveal it later Can work as game objects Probability of an event depends of previous events (drawn cards) shufïŹ‚ing resets
  • 11. Pseudo-Random Numbers Computer-generated numbers that are almost random 1D6 in Unity: (int)(Random.value * 5) + 1 Possibility to repeat the same event sequence when desired
  • 12. Hidden Information Not random element as such When information is not available, players ïŹrst choices are random guesses
  • 14. Design Task Main dynamic: Territorial acquisition Two goals: conquer all the terrain own most of the terrain in turn X Players: 2-4 Deliverables: Board-game, card-game, or tile-based game prototype
  • 15. What is this game about? THEME? How do I play? MECHANICS? How do I win? GOALS? Why do I want to play? What things do i need to do? How do I reach the GOALS; what are the obstacles; DYNAMICS?
  • 16. Handy Tricks Change unlimit / limit resources Experiment with play order Kill a rule until you have the core left Drastic changes to values (2*, /2) Change dynamic (add / remove / change a feature)
  • 17. Further reading Brathwaite & Schreiber, Challenger for Game Designers. Course Technology Chapter 5 Elements of Chance + Chapter 8 Chance and Skill: Finding Balance

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