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Designing Core Gameplay for Everyone Seth Sivak Lead Designer – INDIANA JONES Adventure World Zynga Boston

Designing Core Gameplay for Everyone - GDC 2012

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A talk given during the Social Game Summit at the Game Developers Conference in 2012 focused on the Zynga game Indiana Jones Adventure World.

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Page 1: Designing Core Gameplay for Everyone - GDC 2012

Designing Core Gameplay for Everyone

Seth SivakLead Designer – INDIANA JONES Adventure WorldZynga Boston

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●Who?●What?●Why?●How?

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Who am i?

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Zynga Boston Design

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zynga boston

zynga LA

ZWF mckinney

zynga east

zynga austin

zynga dallas

zynga germany

zynga india

zynga beijing

zynga japan

zynga SF

zynga san diego

zynga seattle

zynga new york

zynga uk

zynga dublin

zynga lux

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45% of time spent on social networks

47% of time spent using smartphone apps

Play = #2 activity on the Internet; more popular

than email

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240 million monthly

active users

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Who is the Audience?

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Who is the Audience?

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●Who?●What?●Why?●How?

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What is Indiana Jones Adventure World?

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Episodic Casual Adventure Game

Complete quests and explore on map gameplay to recover artifacts

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Episodic Casual Adventure Game

Travel to new areas and get new stories

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Episodic Casual Adventure Game

Upgrade tools and gadgets

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Episodic Casual Adventure Game

Build up your Base Camp to hold your supplies and treasure

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What is the Gameplay?

●Quests

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What is the Gameplay?

●Quests●Energy Management

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What is the Gameplay?

●Quests●Energy Management●Combat

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What is the Gameplay?

●Quests●Energy Management●Combat●Puzzles

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What is the Gameplay?

●Quests●Energy Management●Combat●Puzzles●Exploration

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●Who?●What?●Why?●How?

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Why a Social Adventure?

●Go on a journey (leave the Farm)●Tell a story (make characters matter)●Evolve gameplay (casual adventure)

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Facebook Ecosystem Summer 2010

Go on a Journey Tell a Story

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Facebook Ecosystem Summer 2010

Go on a Journey Tell a Story

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Games we love

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But these games are Difficult…

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How can we make this game for everyone?

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●Who?●What?●Why?●How?

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The First Deliverable

●3 Maps that are not the tutorial● Explore “On map gameplay”● Find the fun

●Bush Mazes●Metal Detector Minesweeper●Memory Puzzle

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The First Deliverable

●3 Maps that are not the tutorial● Explore “On map gameplay”● FIND THE FUN

●Bush Mazes●Metal Detector Minesweeper●Memory Puzzle

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Bush Mazes

Navigate the maze using the least energy possible

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Bush Mazes

Go for the Treasure!

But beware of Beasties

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Bush Mazes

Follow the Path

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Bush Mazes

Make a wrong choice

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Bush Mazes

It will cost you Energy

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Metal Detector Minesweeper

Use the Metal Detector to save Energy

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Metal Detector Minesweeper

2 Gold Nearby!

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Memory Puzzles

12

34

Hit the switch to see the pattern

Light them in order to get the Treasure

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First Time User Experience - Part 1

●Teach players about the game● Coins, XP, Camera● Core Loop● Energy Management● Map Gameplay● Story

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The Dig site

Start

Navigate the Bush Maze

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The Dig sitePlace the Survey Flags

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The Dig site

Use the Survey Scope

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The Dig site

Enter the Cave

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The Cave

Start

Navigate the Rock Maze

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The CaveStand on the Switches

Collect the Idol

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First Time User Experience - Part 2

●Teach players about the game● Coins, XP, Camera● Simpler Core Loop (TOOLS!)● Clearer Energy Management (fun?)● Simpler Map Gameplay● Less Story

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Evolution of a Map

● First map of the game● 30 Major Lessons● 1 Major Reboot● 612 Changes

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Start

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Grab the Machete

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Recover the Key Fragments

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Open the Door

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1. Players want rewards for exploring

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2. Establish relationships in the world

3. Teach everything again

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Art changes

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4. Don’t teach everything at once

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5. Every action should be satisfying

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6. Focus players on a single goal

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7. Make real world connections

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8. Make everything shorter

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9. Characters need to be introduced

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10. Default camera zoom matters

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11. If you can’t teach it, just cut it

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12. Don’t let art break immersion

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13. Use stereotypes as teaching tools

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14. Players want surprise and excitement!

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15. Rule of 3. Seriously.

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16. Don’t orphan mechanics

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17. Make a clear path to the objectives

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18. Set the player up to be smart

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Every trap acts differently

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19. Players want consequences!

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REBOOT!Take a breather.

Players want one decision and one goal at a time.

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The Legend of Zelda - 1986 World of Warcraft - 2010

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20. Give a break between objectives

Tell a player when they are “done”

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21. Mechanics need to be consistent

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22. A single objective should fit in a single screen

8. Make everything shorter

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23. Introduce, Define, Challenge

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24. Always show the objective

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25. Establish a sense of place

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26. Make it personal

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27. Repetition is boring

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28. Give good examples

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29. Be consistent

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30. Make the world feel full

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30 Lessons1. Players want rewards for exploring2. Establish relationships in the world3. Teach everything again4. Don’t teach everything at once5. Every action should be satisfying6. Focus players on a single goal7. Make real world connections8. Make everything shorter9. Characters need to be introduced10. Default camera zoom matters11. If you can’t teach it, just cut it12. Don’t let art break immersion13. Use stereotypes as teaching tools14. Players want surprise and excitement!15. Rule of 3. Seriously.

16. Don’t orphan mechanics17. Make a clear path to the objectives18. Set the player up to be smart19. Players want consequences!20. Give a break between objectives21. Mechanics need to be consistent22. A single objective should fit in a single screen23. Introduce, Define, Challenge24. Always show the objective25. Establish a sense of place26. Make it personal27. Repetition is boring28. Give good examples29. Be consistent30. Make the world feel full

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We iterated on everything

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We iterated on everything

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●Who?●What?●Why?●How?

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Postmortem Takeaways

●What Went Right?● We let ourselves wander ● We questioned our Sacred Cows● We prototyped everything● We focused on iteration

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Postmortem Takeaways

●What We Learned● Don’t innovate everywhere● Polish an aspect of the design to “done” early● Don’t lose your vision in the feedback

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Was it worth it?

“I like the little surprises. I like that AW makes you use your brain to solve little puzzles and work out strategies, even if they're just simple strategies.”

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Was it worth it?

“I think the best so far is that feeling i get for luring a snake to one of those traps. Saves me energy, gets me coins and most importantly, rids me of the snake.....lovely stuff!”

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Was it worth it?

“Graphics are great, sound is great, and the playability is perfect. Its just the right combo of click, challenge, questing & story. Kudos for using mouse-over instead of mouse-click on prizes. Brilliant! Nobody else has figured that one out. Sorry guys, no complaints. ”

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Questions?

[email protected]

Special thanks:Bryan PopeNina DobnerZynga Boston DesignMatt Fillbrandt

INDIANA JONES and all related characters, names and indicia are trademarks of & © 2012 Lucasfilm Ltd.

  All rights reserved. Used under license.