Transcripts
1. Introduction: If you're watching this, you are a creative person. You design things, but you haven't
designed a game before. Also, you think you have ideas, you have stories to tell, and what if a game could be the medium to tell
those stories, to make your ideas playable, to let people explore different perspectives,
different outcomes? What if making that game didn't have to take you
weeks or months, but it could be done in a day? That's what I want to teach you. How to make your first game, to express your ideas in
as little as one day. My name is Matteo
and I make games. I design board games,
co-operative board games, the ones in which all
players work together to explore big challenges like
tackling the climate crisis. I've been making games at
the Vienna Museum in London and taught game design at
universities around the UK. But I haven't
studied game design. I actually studied
graphic design. I'm going to teach
you how I learned to make games by taking existing games and then hacking
them with my own ideas, my own concerns,
my own questions, and turning them into new games. Then I'm going to teach you
how to analyze games and break down their mechanics,
dynamics, and aesthetics. In other words, you will learn
to analyze how games work, how people react to them, and how they feel
while they play. Then you're going to take an existing board game
and break it apart, deconstruct it, hack it with your own ideas so that you
can turn it into a new game. You'll do that with stuff that you probably
already have at home. In this class, you will
get step-by-step guidance, printable worksheets to guide you through the design process, and fun activities,
actually hacktivities. But I'm not going
to teach you how to code or how to use
game-making apps. What I'm going to do
is teach you how to think like a game designer and how to make your ideas playable so that by
the end of this class, you will have a
playable prototype that you can playtest
with your friends, with your family,
with your colleagues, and maybe even strangers. The game design skills
that you will learn and practice are both
fun and purposeful. Because analyzing
interactive systems, coming up with ideas, prototyping those ideas, and then playtesting them. These are all skills
that you can apply to pretty much anything that
is designed for humans. Let's make some games.
2. You are already a game designer!: [MUSIC]. Before we dive in, I want to address a couple
of limiting beliefs that tend to come up a lot when people start their
game making journey. The first limiting belief is, making games is going to be hard because I have never
made games before. Are you thinking that? Well, my answer would
be, are you sure? Because that depends on what
we mean by making and games. Let's think about your
childhood for a moment. I bet that as a child, you have at least
once come up with playful ways to re-imagine
the world around you. Everyday objects have
become props for your stories in which you
play the role of villain, or a hero, or
anything in-between. That's not game design? Let's think about something more conventionally gaming
like a board game. I bet that you
have at least once changed the rules of a game to make it easier
for you to win, or to make it easier for
a younger player to play. See whenever you're not
playing by the rules, you're making the rules, and that's game design. You're not a stranger to that. The second limiting belief is about not having good ideas. That's possibly the
most dangerous one and so we'll need to tackle that
one first in this class. Thing is, in order
to have good ideas, you need to come up
with a lot of ideas, and learn how not to write
them off immediately. You know that voice that
creeps up and says, that's not a good idea, or that's not going to work. We need to stop listening to it, at least while we're
generating ideas. One trick we'll
practice is coming up with a lot of bad
ideas, bad on purpose. That trick will help you
quiet that voice and also appreciate that your ideas are not that bad after all. The first project in this class will be a warm-up to reawaken your inner game designer and to generate a lot of game ideas. [MUSIC].
3. Hacking?! Let’s hack rock-paper-scissors: This project is a
warm up for you to reawaken your inner
game designer and to come up with
a lot of game ideas. We'll do that by
hacking a game that you already know
rock paper scissors. Hacking. What do I mean by that? To hack game means to chop off metaphorically some of its
rules and then add new rules. Nothing criminal just a fun way to understand how a game works, to break down its
components and then putting them back
together with new ideas. So rock paper scissors
such a simple game. Behind that simplicity
there's actually a very elegant
balance because each one of these three elements
is stronger than one, but weaker than the other. They're all connected by a theme so that the three
moves makes sense. For example, scissors
can cut through a paper, but they're blunted by rock. So who said that there can
only be three elements though. What if there were more or less? What if there were
different things, than stationary and
stone could be, people, could be animals, could be abstract concepts,
could be anything. The point is, there
is no right or wrong way to hack a game,
everything is allowed. As long as what you're asking players to
do is conceptual. So you could hack the
theme of the game, the goal of the game, that way that they win, the things that they say
or don't say, and so on. Using rock paper scissors
as a starting point, I'll give you a set of three quick creative challenges to hack the game into
different games. Make sure that you take a break in between
each challenge to let your brain recharge by doing something else,
not making games. Ready. Here is your
first challenge, Put a five minutes timer on and jot down all the ideas to
hack rock paper scissors. Try to mute that
critical voice and instead just sketch or write everything
that comes to mind. At this point it
doesn't need to be a fully fleshed game idea because an idea is
not a complete game. An idea could be
rock paper scissors, but played with your feet. I don't know if that even works, but it's an idea. So the point here is to generate as many ideas as you
can in five minutes. So now pause this video
and start the timer. Did you take a break? Okay, here's the second challenge,
another five minutes. But this time, come
up with bad ideas. Think about the ways in
which you could make rock paper scissors terrible,
impossible, boring. Whenever an idea comes up, write it down and then think, how could I make
this even worse? Then keep going
for five minutes. Now pause this video
and start the timer. Third challenge,
another five minutes. Think about ways to make
rock paper scissors playable by three
or more players. So turn it into a
multiplayer experience. Now, pause the video
and start the timer. Now, how many ideas did you
come up with in 15 minutes? I would like you to
take one of them and stop thinking about how
do you actually play it? So how do players
make their moves? With their hands,
with their voices or some other way and what
do they look like? What do they sound like? How do you win around? How do you win the game? Can you even when the game? So give yourself 15
minutes to think about how you actually play this new version of
rock paper scissors. Now, pause the video
and start the timer. When you have a better sense
of how your game works, it's time to find someone
else and playtest your game. Keep in mind that it may work differently than
what you have imagined. But that's okay because
games are things that will keep evolving
while play testing. All game designers do that. So tweak and test and tweak
and tests until you're happy. Also don't worry
about completely being in an idea and
trying a new one. The good thing about
having a lot of ideas is that you don't
have to stick with one. So go ahead and playtest your hack of
rock paper scissors.
4. What did you hack?: [MUSIC] Congratulations. You just made your own game. Or maybe even more than one. How did you hack Rock,
Paper, Scissors? Did you replace the three
elements with another three? Say three animals,
three types of people, three
different feelings? A common trio that
comes up when I'm working with young
people is student, teacher, and parent. Different hand gestures, and sometimes with different
power relationships. Sometimes, the student is
stronger than the parent, sometimes it's the
other way around. That's a great hack. However, after you
played a few rounds, you'll realize that
under the skin, this is still rock,
paper, scissors. But what if you were
to change the rules? What if you were to
introduce a different goal? Like a different way
to score points. Then you would have a
different game even though you kept the same element:
rock, paper, and scissors. For example, a team I
was working with started their hacktivity by
asking what-if questions. Rock normally breaks scissors, but what if scissors
were sharpened by rock? Paper wraps rock, but what if it was a gift wrap? Scissors usually
cut through paper, but what if paper were
blunting scissors over time? In this hack, you would play a normal round of
Rock, Paper, Scissors, and then flip a coin to
decide whether you're using the standard or the
inverted hierarchy. Another team decided to
hack the goal to make Rock, Paper, Scissors a
cooperative game. You close your eyes, make your move, and
then open your eyes. If your choices match, then you both win. You see, by hacking games, we can start to understand
their ingredients, how those ingredients work and how they affect
the play experience. Let's dive into
how game designers think about those
game ingredients. [MUSIC]
5. Mechanics, Dynamics and Aesthetics: Game designers like to talk
about games in terms of mechanics, dynamics,
and aesthetics. In other words, we talk
about how games work, how people react to them, and how they feel while playing. Let's dive into these
three concepts one by one. Mechanics are the
rules of the game. When you analyze the mechanics, you ask questions like, what is the setup of the game? What actions can people take? What are the consequences of those actions on the game state? How does the game end? How is resolution determined? Let's take chess as an example. What are the mechanics of chess? The board, the initial
setup of pieces, the fact that you can only
move one piece per turn. The way that different
pieces can move, and of course, the check rule. If your king is in
a position where it could be taken next turn, then you're forced to try and take it out
of that position. If you cannot do that, then you lost the game. Really Bad Chess is a
brilliant hack of chess, which changes only one mechanic, which is the initial
combination of pieces. Everything else is the same, and yet the game plays
quite differently. When the mechanics of the
game are set in motion, in other words, when people
start playing the game, then you can observe
certain behavior, certain strategies,
certain tactics emerge. Those are the dynamics. When you analyze dynamics, you're asking questions like, how do people react
to the rules? How do people interact
with each other? What do they tend
to do in order to win or in order to
achieve their goals? For example, what are
the dynamics of chess? If you play classic chess, you generally start
your game with pawns, and then as the board clears, you focus your attention on
the more powerful pieces. There isn't a rule
forcing you to do that, but you may have noticed
that's a better strategy. Another dynamic of chess is that players tend to keep
their king surrounded. Again, not a rule, but you may have noticed
that it's not a good idea to venture out with your
king as an attack piece. This hack of chess is
called Play it by Trust, made by Yoko Ono. It's another brilliant
hack of chess in which a small twist can make
a big difference. In this case, all the pieces
and the board are white. How do you think this changes
the dynamics of chess? What strategies can
you put in play when all the pieces are
seemingly on the same team? What does it even mean
to win in this context? Then there are the aesthetics. Usually, when we talk
about aesthetics, we refer to the visual
elements of an object. But in game design, we talk about
aesthetics to refer to the experience people are
having while playing. Questions you ask
about aesthetics are, is this game slow and strategic or is it
fast and transit? What feelings are
people experiencing? For example, what are
the experiences and feelings emerging
from the mechanics and dynamics of chess? Well, chess is a game
where there is no chance, you're not drawing cards
or rolling the dice. Chess is a game where there
is no hidden information, is all out there for you to see. Chess is a game of pure competition between
you and your opponent. This leads to an experience
that tends to be quite strategic and
thoughtful and silent. Because really there
is no point in talking to your opponent, it's just a pure battle
between you and them. But what would
happen if you turn chess into a three players game? Well, that's what
Ruth Catlow did with this hack called
Rethinking Wargames. In this three-player version, you have one player
controlling all the pawns united the working class
of the chess world, and then two other
players controlling the white and the black elites, just still trying to
destroy each other while the pawns are trying
to stop the violence. How do you think this changes the experience of playing chess? How do you think the
pawn player feels and how do you think the
elite players feel instead? Well, if you have a chessboard, I would strongly encourage
you to try it firsthand. The three chess
hacks I showed you, really bad chess, Play it by Trust, and Rethinking Wargames are all operating at the
mechanics level. They change one or two of
the chess mechanics and that has a big impact on the
dynamics and the aesthetics. That's really a key
point about mechanics, dynamics, and aesthetics. The mechanics of a game
will shape the dynamics, which in turn will
shape the aesthetics. As a designer, you
work on the mechanics. You design rules which will then shape how people
respond to them, both in terms of actions, dynamics, and
feelings, aesthetics. We can use this framework not just to analyze
and design games, but any interactive system. Let's take Twitter
as an example. What are the mechanics, the rules of Twitter? First, you need to make an
account in order to post. But you can consume most of the content on Twitter
without having an account. When you want to post, there is a limit to the amount of characters
that you can fit. You can follow other accounts, and other accounts can
follow you, and so on. These are the
mechanics of Twitter. What dynamics emerge from
the Twitter mechanics? In other words, how do people tend to play the Twitter game? Well, tweets have to be short, so people use abbreviations and tech-speak in order to fit
within the character limit. When people follow you, they will be shown your content. The more followers,
the more reach, the more people that are
tuning in to your tweets. Since your followers are
displayed as numbers, the bigger the number,
the more status. But imagine if Twitter weren't
showing those metrics, how would that change
the Twitter game? What are the
aesthetics of Twitter? How do you feel
when using Twitter? Well, your experience of using Twitter is shaped by the
dynamics of Twitter, which in turn is shaped by the
mechanics of the platform. You, as a designer, whether you're
designing a game or anything else that
involves other humans, you cannot design
directly their feelings, but you can design features and rules which will shape how
they act and how they feel. Let's put the mechanics, dynamics, and aesthetics
into practice.
6. Start by picking a boardgame!: [MUSIC] In this project, you will practice the
game hacking process. First step is to
pick a board game. Then second step,
unpick that board game and analyze its mechanics,
dynamics, and aesthetics. Third, coming up with hack ideas and prototype them and forth, playtest with other people. Then back to Number 2 and
repeat until you are happy. To start, all you need is
one board game to unpick. But don't worry, you won't be physically ripping
anything apart. By unpicking, I mean, playing the game critically. Asking yourself questions like, what is the idea
behind this rule? What is the feeling
behind this action? Why can I do this but not that? For your first project, I recommend you pick a simple
and possibly abstract game. By simple, I mean a game
that you can learn how to play in five minutes
and by abstract, I mean a game that doesn't
rely too much on a story. One that doesn't have a
strong theme and so it exposes its raw mechanics. If you have one of those simple and
possibly abstract games at home or one that
you can borrow, then go ahead and unpick that. Otherwise, you can download one from the project resources. These are sets of traditional board games that
exist in the public domain. From each of those board games, you can print the board
and then find objects from either other games or small objects that
you have at home. Such as beans or nuts or
even small bits of paper. If the rules of the game
don't make sense to you, then look up online for a video or a page that
explains you how to play. [MUSIC]
7. Let’s unpick that game!: [MUSIC] Once you have
chosen a game to hack, how will you going to unpick it? Well, by analyzing
its mechanics, dynamics, and
aesthetics of course. I prepared a worksheet for you to download from
the project resources. You can either print
it out or make a copy and fill it
out on your device. In the worksheet, you
will find questions and prompts that will
guide your analysis. I will recommend you start by listing the mechanics that make more sense to you
and then observe yourself in your actions
and your feelings. Also, jot down any
ideas that come up for potential hacks
and give yourself no more than half
an hour to do this. You don't need to
play the whole game or to understand all the rules. If you can play
with someone else, that's great because
it will give you a more authentic experience and potentially more data
and in that case, make sure you ask
your fellow players about their thinking
process and how they felt while they're playing
but you can also play and analyze on your
own and if necessary, pretend to be one
or more players are the ones and after you've come
up with a few hack ideas, you will choose your favorite
one and start turning it into a game draft
aka a prototype.
8. Hacking the board game Carcassonne: [MUSIC] Sometimes the
most effective way to learn how to do something is to watch someone else do it, and then as soon as you can apply that to your own project. Let me show you how I
hacked a game called Carcassonne into a
cooperative game. Carcassonne is a very
popular board game inspired by the city of
Carcassonne in France. That city is famous for its
castle and walled fortress. In Carcassonne,
players compete to build Carcassonne-like cities, connect them with roads, and surround them with farmland. Let's analyze the mechanics, dynamics, and aesthetics
of Carcassonne. In Carcassonne
players take turns placing tiles they
draw from the pile, one tile per turn. Each tile can feature a city, a road, a monastery, farmland, or more likely
a combination of those. In the standard game there are 72 tiles so that
means 72 turns well actually 71 because
the starting tile is always the same and it doesn't
count as a player turn. The core mechanism of Carcassonne is that
when you place a tile, you must attach it to at
least one of the tile there has already been placed so that roads connect to roads, cities connect to
cities, and so on. It's similar to a jigsaw puzzle, but there are multiple
ways to connect tiles, which means that you have a huge number of
possible configurations. If we were to stop here, then we would have
just described a turn-based jigsaw
puzzle in which players build a different
landscape each time. But Carcassonne is
that competitive game and players compete
over territory. After you place the tile, you may deploy one
of your workers, also known as maples, which is a fusion
of my and people on that tile to
claim a new road, to claim a new city, to claim a new monastery, or to claim new farmland. Each player has a limited
number of workers or maples. When you deploy a worker on a feature like
a road or a city, it will stay there until
that feature is complete. When the city road
farmland is complete, then that worker scores
points for its employee, for his player, and crucially, you will get that maple back. You can redeploy it
in future turns. What are the dynamics
of Carcassonne? What are people doing and
thinking while they play? It turns Carcassonne
are really quick because you place a
tile, maybe a worker, and then your turn is over and you look at the tile
and you're thinking, how could I maximize the
features of this tile? Where could it yield
more points for me? Then you're looking at the map, thinking about where are
the best opportunities. Then you're thinking
about your workers. You're thinking, should
I put a worker here? How long will it stay there and doesn't have a chance to actually score points for me, or should I keep it
for another tile? Then as the game progresses, you have to decide
whether you want to prioritize short projects, such as a short road
or a small city, which will give you less points, but also have more chances
of being completed. Or whether you want to
embark in long projects. Also, there's an opportunity
to collaborate on projects. Let's say if you
start a road from one side and another player start from another side
and then you join it, as long as you have
both maples on it, then you both score points. That's really nice mechanic to encourage that kind
of collaboration. What are the aesthetics
of Carcassonne? What does it feel like to play? Well, even though
you're competing with other players to claim new features and to
occupy a new territory, you're also working altogether and the expansion
of the same map. There is this tension between competition and collaboration. There is no direct damage because you're not attacking
the other players, but you're trying to exploit new opportunities
as they come up, and occasionally, you're
blocking other players. Sometimes it feels like solitary race where you're working on your own in your
own corner of the map, and sometimes instead,
it feels like your collaborating and
competing at the same time, in the same zone. By the end of the game, you have this sense
of wonder and almost satisfaction
looking at what you have built together. How could we hack Carcassonne? In many ways, of course. For me, a very fun design challenge when
hacking a game is to turn it into a cooperative game which means that instead of competing with the
other players, you're all working together
against the game itself. When hacking Carcassonne, I also had a personal project in mind because I wanted to make a game for my brother and for his now-wife as
a wedding present. The project actually started as a pattern because
Carcassonne contains the word carcass and both my brother and
his wife are doctors. The design question became, what if you wear a team of
doctors working together to revive a seemingly dead body a carcass, tile after tile.
9. The prototype – (play)test cycle: [MUSIC] Here is a
common pattern. You have an idea, could be a game idea, could be something else, the next big thing. You feel really
excited about it, you immediately
start working on it. Then you spend weeks
really crafting it, polishing it, making
sure that it looks good. Then finally, you show
it to other people, put it at a test and
it doesn't quite work. But your friends are
not going to tell you, because they can see that
you've put a lot of effort into it and they don't want
to hurt your feelings. Something tells you
that you should go back to the drawing board, but you don't want to precisely because you spend so
much time working on it. This is a very common story, many companies go
down that route. Let's not do that, let's establish a principle. You must test your play
thing as soon as possible. The sooner you get something
in front of other people, the quicker you'll
evolve your idea into something which is playable and meaningful for other people. Sounds simple. What's the catch? Playtesting as soon as possible means deciding what the
nub of your game idea is, and then putting together
the quickest and usually not pretty playful version of that idea which we
call a prototype, and then watching
other people play it. You may not feel comfortable sharing something which
is still so fragile, something that still has so many question
marks hanging around. What if people don't
understand it? What if people don't like it? What if they don't like me? I have to admit I
still feel quite nervous when I'm
playtesting my games, but I learned that
it's really worth it. I'm going to share
some tricks to help you put that discomfort aside, and instead focus on
getting people on board this process of growing that
seed of an idea into a game. By following the principle of playtesting as soon as possible, not only will you
get results quicker, you'll also realized
that while we call it game design actually
happens a lot while playtesting
with other people which can be a lot of fun. Let's get prototyping. [MUSIC]
10. Let’s prototype!: Before you start hacking
together your prototype, you need to gather
some ingredients. You don't need to buy them, see what you can
find around you. The first ingredient is paper. You'll need large sheets of
paper to draw your board on, and maybe paper of
different colors. If you don't have
blank sheets of paper, maybe you can recycle some from old magazines or newspaper. If you can get hold
of some cardboard, that could be useful too,
because it's thicker. So it could be good
for the board. The second ingredient
are colors. This could be colored
markers, or pens, or anything that allows you
to draw or write on paper. Third ingredient
are small objects, also known as tokens, and this could be tokens
from other games or any small objects that
you can find around you. Fourth ingredient is scissors
to cut through paper, and the fifth ingredient is glue or tape to stitch
things together. Once you have the ingredients, how do you start cooking? You can start by making
the smallest hack. See if that even
requires you to redraw anything or to change
any of the components. It might just be a case of changing one of those
invisible blocks that is rule. Then as soon as
you make a change, you need to play test it. At this point, you can
do that on your own, which is what we call
solo play testing. When you play test, don't be afraid of making
changes on the fly. Because at this point,
things are evolving quite quickly and nothing is
really set in stone. But don't forget to jot down some notes and
start writing the rules. You can use the
rules worksheet from the project resources to keep track of what rules you're
actually playing by. Because otherwise, things would get pretty messy pretty quickly. After you play tested
solo, ask yourself, ''Do I feel like I have something that I want to
get a 100 people to try?'' Maybe not, that's okay. You can go back and
repeat the prototyping, solo play testing, and rule writing
steps. Few times. There is no golden rule as to how many times you should do it or how long it should take, but as a reference, I wouldn't spend more
than one hour doing this. Don't make your game
look good at this point, it's a waste of time. After a few cycles, you may not feel ready, but it's never too early to play test with other people.
So let's do that.
11. Prototyping my Carcassonne's hack: [MUSIC]. Let me show you how I prototyped
my hack of Carcassonne. Recap, I gave myself a brief to make it cooperative
and to theme it around doctors stitching
together a carcass or let's say a patient that
is not quite in one piece. These brief has two
creative constraints. The first is about
mechanics to make it go up, and the second is
about the theme. We'll start from the mechanics and we could ignore the theme, but you'll see that
actually having a theme in mind can
be really useful because it gives you a filter for any new
ideas from mechanics, and also having a theme can
give your game a layer of meaning that helps players learn and make
sense of your game. The very first
prototyping thing I did was cutting up square
tiles from blank cards. I buy these cards in bulk. They're sold as
teaching material for flashcards but you could use
any paper or even post-its. Then on those
square blank tiles, I sketched out abstract versions of the Carcassonne tiles. You may wonder, why didn't
I start prototyping with the actual Carcassonne
tiles? I could have. That would've been fine, but I felt destructed
by the art, which is beautiful
but it almost gave my brain extra work to
do as I was trying to ignore the medieval landscape and instead refocus
on the medical theme. I decided to obstruct
those details away, but if this isn't
destructing you, then it's obviously
quicker to use the game itself as
prototyping material. Once I had my abstract
and rather minimum tiles, I played around with them for some 15-20 minutes to
test the quickest hack. I removed the competition
between players. I wanted to test how does
it feel if the goal is simply to maximize
score? Not bad. It feels creative and calming, a bit like jigsaw puzzle, but one with a lot of
different potential solutions. However, there is no tension
in this game because, well, you can't lose. The question became,
how could you lose? At this point I realized
that I probably needed new mechanics to add
a threat for players. This is where having a
theme can really help. Moving from medieval
landscape to body, cities could be
recast as organs, roads as blood vessels, land as muscle tissue. What about meeples? Well, those could represent
open wounds, the places where the
patient is bleeding. Hemorrhages, that could be the mechanism to make you lose points or maybe even
the whole game. When this bleeding
event is triggered, I'm not sure quite how, people would lose points, as many points as they
have open wounds. Makes sense, right?
Practically it means that we also need a mechanism
for people to score points. For that, we could keep the
Carcassonne standard rules, so one point for each road or blood vessel
that you complete, and one point for a city or
organ part that you complete. Then we need a trigger
for the hemorrhage. The first idea was to trigger it at the
end of each round, which means after each player had a chance to take their turn. It's like clockwork. The patient is bleeding, but you never know
until you test it. Even though I had
still quite a lot of questions about
how the game worked, I decided to jot down some
notes and then test it. I felt really good about this new hemorrhage
idea because, well, you could
lose the game now. Every moves has stakes, and that should make
the game more tense and cooperation between players
much more meaningful.
12. Let’s playtest with other humans!: [MUSIC] How are you feeling about your new
game? Does it work? Truth is, you won't have
a clue how your new game works until you tried it
with some other people. Playtesting is core to the game design process
and it can help you at all stages
of that process. What does it mean
for a game to work? Let's break that down. The first question that playtesting can
help you answer is, does the game function
or is it broken? When we hack a game, we introduced new mechanics
or change existing ones so that we break inevitably the balance
of the original game. But that's okay because
through playtesting, we can create a new balance. You can do a lot of these
functional testing on your own before you get
other people involved. This is called solo
playtesting and it can save you and playtesters
a lot of time. Once you know that your
game is not mechanically broken or not too broken, then you need to find out
if people enjoy playing it. Are they having fun? What kind of fun
are they having? When are they having fun? When are they not having fun? Those kinds of questions. Then you want to observe
how people learn your game, how do they upload the
rules into their head. What rules do make
sense to them? What rules do they
find confusing? What questions do they
repeatedly ask you? You start with functional
playtesting on your own, and then as soon as possible, you get other people involved. You teach them how to play, and then you watch them try. Eventually, you can give your prototype and the rules
for a group of playtesters, and then ask them to
record themselves while they're learning and playing
on their own without you. That is the ultimate test, it's the game and the rules
working on their own. Before we start playtesting, I want to give you
a couple of tips. The first tip is to record everything or at least
as much as possible. What I found works really
well is putting my phone on the table and then
ask permissions to record the audio
of the whole session. Filming the session
would be even better, but you have to be careful
there because sometimes people can be put
off by cameras. With audio instead, they
will quickly forget that you're recording
everything that they're saying. After the session, you'll have a record of all
the moments of excitement, or boredom, or confusion, all the questions
they asked you, all the things that they
said to each other, and also any feedback
that they offer to you. Recording the audio or
video can help you, playtest facilitator, be more
present with the players. Talk to them,
observe them without worrying too much
about taking notes. However, taking
notes can be also very useful to record
your own thoughts. I prepared a playtest worksheets that you can download from
the project resources, and it has questions and prompts to guide you
through that process. Another trick I learned over the years is to be
light on rules. In fact, try to give you a player's roles
rather than rules. Instead of telling them
what they cannot do, focus on what they can do, and then let them explore the boundaries of
the game system. That way, there will be
more inclined to try things out unless worried
about making mistakes. Which means that you will be learning more from
that playtest. Whatever it is that
you're playtesting, put some effort into
setting the scene, and then let your
playtesters get into characters and play with
what you give them. The third tip is about
how to handle feedback. Whether we're testing a game or anything else that is
designed for humans, I observed that as soon
as a problem emerges, everyone wants to
talk about solutions. Your brain will start
thinking about solutions and your playtesters will
offer suggestions. But no matter who gives
you that feedback, you should try and steer the conversation back
to the experience. Try to really diagnose what the problem is and how
they experienced it, and leave the solving
part for later. Finally, remember, it's
okay if your game is unclear or broken or if
people are not having fun. By the way, we should
talk about fun. Now imagine if we as
a culture decided that all stories have
to be communists. They have to be optimized
to make you laugh. That sounds crazy. Why should games be just fun? In fact, we talked about aesthetic experiences and
that can be any emotion. You could make a
game about loss, a game about boredom, or any complex topic that
provokes different feelings. Anger, fear, tension,
camaraderie, relief. You see, games are not just
about winning and losing, games are about emotions, and you are designing the
mechanics that create a safe space for people to
play out those emotions. So time for you to
playtest and have fun. [MUSIC]
13. Playtesting my Carcassonne's hack: [MUSIC] Let me show you how I playtested my
hack of Carcassonne. I invited some
friends over and told them that we would
playtest a new game. They're quite used to the drill, but I reminded them that this
is a very early prototype. It's very likely that
things are going to change and we will
surface problems, problems that are of course to do with the game,
not with them. Then I set the scene. I told them that there were a
group of surgeons tasked to stitch together a
strange patient and to keep the patient alive. The rules are fairly simple and there seems to
be something quite natural or intuitive about placing tiles and making
the features match. But we knew that already,
that's Carcassonne. But we quickly realized that triggering a
hemorrhage at the end of each round is
actually problematic because it adds this accounting tasks at
the end of each round, which means that you stop playing and you have to
look out for little red token scattered around
your operation table, which is time-consuming. Also, I realized that
this wouldn't scale. Because if you play solo, you would trigger a
hemorrhage after each turn. If you play with four players, you would trigger it
after four turns, which is a big advantage. That could be justifiable
from a theme perspective. More surgeons, better chances. But I wanted a game that is roughly balanced no matter
how many players are playing. We took a short break
and then I wondered, what if instead of
triggering hemorrhages at regular intervals,
we randomize them? I wanted to get back to
testing as soon as possible. I scribbled some red drops on some tiles to represent
the hemorrhage trigger. How many tiles? At first, I thought one every 5-6 could
be a good initial ratio. But there's no need
to overthink it. At this point, just try it and
adjust it as you go. The randomized trigger felt much better for at least
a couple of reasons. The first one is that you don't know what's
going to happen. The second is that because now the triggers are
embedded in the deck, whenever you draw a tile, there is little fear that
it could be hemorrhage. That means more tension. At this point, the
game is flowing and the conversations are
going back to the theme. People are talking about
bleeding to death, which suggests that points could be represented
with blood drops. The win condition could be that if you'd get to
the end of the pile, so if you've stitched all the body parts and the
patient is still alive, so you still have blood points, then you all win. We're also considering organs in real life and how they could
be represented in the game. For instance, the
brain could give you a brainy ability like
rearranging tiles. The eyes could let
you see further, like drawing two
tiles instead of one. We decided to test those. The brain ability
seemed to be broken. We put it aside.
The eyes though, we really liked that ability. How just having a choice between two tiles gave a play much
more strategic depth. We wondered, what
if we extend this into a general rule
so that on each turn, you have a choice between
two tiles. Let's test that. It turns out two tiles per
turn work really well. But I noticed that
when given a choice between a normal tile
and a hemorrhage tile, people will choose the
normal tile. Sounds obvious. Well, that's a problem because if you have obvious
choices in the game, then you're not playing, you're just following the rules. How could we make
the choice between a normal tile and hemorrhage
tile more interesting? How could we make someone want
to pick a hemorrhage tile? We needed a new rule and we
call that the heart attack. If you have a hemorrhage tile, and you draw another
hemorrhage tile, then you all lose immediately. That's pretty brutal. But that gives players a strong incentive to get
rid of the hemorrhage tiles, so to avoid the risk
of sudden death. See how that changes the
dynamics of the game? When you get a hemorrhage
tile, you're thinking, "Should I play this now
and lose some blood or should I play safe and potentially lose the
game next turn?" That is a very interesting
problem to grapple with. As you've seen, the
game has evolved and improved significantly
through playtesting, and we've tweaked the prototype several times during
that process. After that, I solo
playtested a few more times to answer some
balancing questions like how many points
to start with. Then I reached out
to a couple of friends who are
illustrators and we started talking about how to skin this game, pun intended. But that's beyond the
scope of this video. [MUSIC]
14. What's next? Make YOUR ideas playable!: [MUSIC] How did
you play test go? Is your game finished,
ready to sell? Maybe not, not yet. What's next? Start a new round of prototyping and play testing. Making games like making any directive system is
all about iteration, which is a fancy way to say that you prototype and
playtest and then prototype and playtest over
and over and over again. But each time that you playtest
and update a prototype, you will have new
ideas for things to experiment with and
new things to fix. Your game will evolve over time. Anyway, let's focus on what
you have already achieved. Do you remember how you
felt when you started this class and how does it feel now after you've
hacked two games? Thank you for bringing your
game ideas into the world. Make sure that you post notes
or pictures or both into the project gallery because
I want to see what you've made and I'll reply to everyone. Finally, I have a
challenge for you. After you practiced questioning existing rules and
making new rules, where else could you
apply that thinking? What other games could you hack? Here's an example. Do you
know who invented monopoly? It was a visionary woman
called Elizabeth Magie, who wanted to teach people about the dangers of monopolies. She could have written a book or a novel about
monopolies but instead, she designed a game. A playable version of
the property market, which she called the
Landlord's game. She gave it two sets of rules. The monopolist rules that model the current reality of
the property market. Just like the monopoly
game that we've all played and hated
at least once. Then the prosperity rules, which instead modeled
a policy that she was campaigning for and a vision
for a fairer society. Games are powerful. They can let us step out of
our daily lives and immerse ourselves in to different worlds with their own rules
and their own roles. Unlike in the media, when we play a game, we shape the story instead
of just consuming it. Games can make us think, and they can help us engage with complex questions and
problem-solve in a safe space. Games can be about distant
and fantasy world, but they can also be
about our own world and we can make games about how
we want to transform it. My final challenge for you is think about something
that frustrates you, something that you want to
change and ask yourself, how could I make a
game about that?