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Game Design Gameplay Design Workshop Petri Lankoski aalto.fi
Sep 9 Agenda Presentation of yesterday's assignments Decisions Design Exercise, Decisions
Decisions Meaningless decisions Why use? Interpretation of choice can make decision that have nonfactual effect meaningful  Meaningful Decisions Decision has an impact how the game progress Blind decisions E.g., placing bet in roulette Tradeoffs Limited resources Balanced if no choice is always better than other Dilemmas Choice with a penalty Prisoner’s dilemma Risk versus Reward tradeoffs Riskier options comes with higher payoff
Tradeoffs Auctions Open, sequential, silent, fixed-price, Dutch, reverse Purchases Limited use E.g., ability can be used only once Dynamic limited use E.g., item grows stronger, but can be only used once Explicit choice E.g., recover mana or health Trading and contracts
Evaluating Choices Are choices of other player relevant for owns own decisions? Is it possible to formulate long-term plans? Is there choice between multiple long terms plans?
Design Exercise: Piecepack Game Design a simple Piecepack game Use only Piecepack components Short (60–90 min) Simple rules Cooperative Decision + luck Deliverable: complete set of rules

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Game Design Workshop Agenda and Decision Types

  • 1. Game Design Gameplay Design Workshop Petri Lankoski aalto.fi
  • 2. Sep 9 Agenda Presentation of yesterday's assignments Decisions Design Exercise, Decisions
  • 3. Decisions Meaningless decisions Why use? Interpretation of choice can make decision that have nonfactual effect meaningful Meaningful Decisions Decision has an impact how the game progress Blind decisions E.g., placing bet in roulette Tradeoffs Limited resources Balanced if no choice is always better than other Dilemmas Choice with a penalty Prisoner’s dilemma Risk versus Reward tradeoffs Riskier options comes with higher payoff
  • 4. Tradeoffs Auctions Open, sequential, silent, fixed-price, Dutch, reverse Purchases Limited use E.g., ability can be used only once Dynamic limited use E.g., item grows stronger, but can be only used once Explicit choice E.g., recover mana or health Trading and contracts
  • 5. Evaluating Choices Are choices of other player relevant for owns own decisions? Is it possible to formulate long-term plans? Is there choice between multiple long terms plans?
  • 6. Design Exercise: Piecepack Game Design a simple Piecepack game Use only Piecepack components Short (60–90 min) Simple rules Cooperative Decision + luck Deliverable: complete set of rules