visual art, music, voice acting, script writing, programming…
Game designers design rules
This game simulates a schoolyard fight between little girls. Each player begins with 10 self-esteem points. Your goal is to be one of the last two players with any self-esteem left.
Each player gets:
Each player should choose a different color and put that target card face up as their name badge.
Solo: Your target loses 1 self-esteem
Team: If someone else also used team against the same target, they lose 2 self-esteem (per team card), otherwise nothing happens.
Defend: The target card doesn't matter. If you were going to lose self-esteem, you only lose half as much (round down.) But if no-one targeted you, you lose one self-esteem.
Any you recognise from other games?
What was\wasn't fun?
How did the rules create the fun?
Could we change the setting?
Could we change the genre?
"People who have a good command of the English language are better than other people."
"Where are the natives?"
"What is a good life?"
Fun (and other feelings) come from events caused by rules.
Playtesting is important to know the effect of a new rule.
Different rules lead to different experiences – i.e. positive feedback more clearly separates winners from losers.
Games can send messages and promote certain points of view.
That's the end!
Parts of this workshop are based on Marc LeBlanc's 2-day game design workshop.