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Eureka! Understanding Innovation Damion Schubert Principle Lead Systems Designer Star Wars: The Old Republic IGDA Microtalk June 2011

Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

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Page 1: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Eureka!Understanding Innovation

Damion SchubertPrinciple Lead Systems Designer

Star Wars: The Old Republic

IGDA Microtalk June 2011

Page 2: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

An Introduction

• 12 Years design experience

• Meridian 59

• Shadowbane

• Star Wars: the Old Republic

• http://www.zenofdesign.com

• Blog devoted to good design practices

• “Design of the Times”

• Column in Game Developer magazine

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Why Is Innovation Important?

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Is Innovation Important?

• Yes!

Our top 10 lists right now are driven by sequels and

franchises, but some of us don’t have that luxury.

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If you aren’t one of big franchise games, novelty is your only

hope of gaining buzz.

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However, a lot of failure in this industry comes from

‘innovation misfires’.

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10 Simple Rules to Innovating in

Games

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1. Swing Big.

If innovation is what you’re selling, it needs to be big

enough to sell.

Page 9: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

The Sims – like nothing else on the market (well, at least going

back to Little Computer People).

Page 10: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Wizard 101 – a freeplay collectible card MMO for kids – was a pretty

vast departure from what was previously on the market.

Page 11: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

PuzzleQuest rose above all the other Bejeweled clones by adding

a full-featured RPG layer to it.

Page 12: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

2. Seek Resonance.

If something speaks to your audience, chase it.

Page 13: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Activision’s Spider-man focused on fulfilling the fantasy of

webslinging.

Page 14: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Thief wasn’t originally a stealth game. They shifted design once they

noticed it resonated.

Page 15: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

3. Support your Innovation

One or two homerun features are better than a handful of

lukewarm innovations. Focus on your best innovations,

and focus on features that support it.

Page 16: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Braid isn’t the first game with time travel, but its one of the first to

push to its logical, mind-melting extremes.

Page 17: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Eve is successful because it’s not a WoW clone, but rather chooses

features that reinforces space trade and combat.

Page 18: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Portal has a small feature set, that they slowly build upon and stretch

new ways.

Page 19: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

4. Simplicity can be innovation.

The iPod was not the first MP3

player. It was the first simple one.

Page 20: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Some say World of Warcraft didn’t innovate, but its focus on

simplicity was a major innovation for the genre.

Page 21: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Civilization: Revolution innovated on its classic design primarily by

reducing play cycles so a game fit into 2-3 hours.

Page 22: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

5. Be sure players see your innovation.

Their patience is limited.

Page 23: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

In Shadowbane, city sieges were our unique selling proposition.

You had to get to level 35 to see them.

Page 24: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Player-created content games (like Second Life and Neverwinter

Nights) need emphasis on putting good content forward.

Page 25: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Lots of Eve players quit before seeing a single space battle. (Yes, MMOs have

a real problem with getting players to the innovation).

Page 26: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

6. Changing emphasis can be innovative

Page 27: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Coop play has been in shooters for a decade, but Left 4 Dead’s

innovation was a single-minded focus on it.

Page 28: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Diablo focused on action combat, and resurrected the dying RPG

market.

Page 29: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Burnout takes the crashes incidental to most racing games, and

makes it a central design feature.

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7. Challenge assumptions.

Anytime a designer really wants to do something

that another designer tells him he can’t do,

there’s an opportunity for true innovation.

Page 31: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

“Games with peripherals never sell.”

Page 32: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

“Girls don’t play games.”

Page 33: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

“Hardcore gamers demand realistic art.”

Page 34: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

8. It’s possible to innovate too much.

Over-innovation can detract resources, steal

marketing focus and in some cases weaken

from a design sense your key features.

Page 35: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Gears of War cut several features (squad control, more vehicles)

because they fought with the key innovation: cover.

Page 36: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Ultima Online innovated in so many features that developers had

real troubles tracking their interactions.

Page 37: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

9. It’s only innovative if it’s better.

Designers have a real knack for falling in love with

ideas, without necessarily thinking through the

ramifications of them.

Sometimes the change is good, but requires serious

followthrough.

Page 38: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

The intricate physics in Trespasser was interesting academically, but

difficult to control and frustrating to play.

Page 39: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Burnout: Paradise’s open world feature made it harder for players

to repeat challenges they just failed.

Page 40: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

In Playstation: Home, you had to walk to the movie theatre to see a

movie – less efficient than choosing from a list on Xbox.

Page 41: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

10. True innovation can be less expensive than making a me-too product.

If your idea is truly innovative, you’re not competing

anyone, and therefore you can dial back your

feature list.

Page 42: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Left 4 Dead has fewer features and lower quality art than the FPS

giants – but its not competing directly with them.

Page 43: Eureka! Understanding Innovation - Zen Of Design...Wizard 101 –a freeplay collectible card MMO for kids –was a pretty ... Player-created content games (like Second Life and Neverwinter

Boom Blox and Katamari Damacy both have crude, effective art

styles. They have no competition, so why compete on art?

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Portal’s team describes being madly envious of Half-Life 2’s

resources. Portal is the far more memorable game.

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Conclusions

Good games Innovate.

Great games swing for the fences!

But good designers also avoid over-innovation.

They focus on their true innovations

And cull out any features that undermine them.

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Questions?

Damion Schubert

[email protected]

http://www.zenofdesign.com