Creating a game from the idea of RPG

Creating a game from the idea of RPG. You will be documenting everything using Google Doc. It will need to have three sections.

Step 1

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This assignment will be completed by your team assigned in Canvas.

For the first section, document and define the rules of the game you created with your group. How is it played? How do you set up? How do you progress? How are the narrative elements implemented? Etc…

You must also include the original theming, and any additional information you can give about the game that was created.

Step 2

This will allow you to contribute to the game individually. Choose one section, from the game. Give it a more detail that enhances the story. Introduce Mechanics that further the imagination and narrative of the game. Keep the rules the same as defined in step one. Just expand the section with new mechanics and add your contribution to the Team’s Google Doc.

Step 3

For the third step, adjust the rules of the game so that this section will have gameplay that resulted from a play through on the specific mechanics that all team members came up with in step 2.

The first thing to understand is that inspiration, while it occasionally may come out of the blue, generally is something that comes through work and effort. Especially in game development, with its deadlines, the need to become inspired and find inspiration quickly is a part of the job.

There are a lot of ways to find inspiration. Many, you have already been using. There are a lot of brainstorming activities that you can utilize. For the class, you have had existing games, and narratives acting as ways to generate ideas. Here are a few other things that you can do

1. Do mashups. Try to combine two things that generally should not go together, and then use that as a springboard to generate ideas.

2. Play really terrible games. By playing games that aren’t really fun, and don’t work, you can quickly come up with ideas for how to improve it. Those ideas that you come up with can then become sources for your games.

3. Watch, read, or play in genres that you normally don’t experience or enjoy. By putting yourself in the way of new content that you are unfamiliar with, it forces your mind to process it. It gives you more inspiration to draw from and gives you a wider palette to create from.

4. Go for a walk, on a date, out to dinner. Having a life away from playing games is vital to inspiration. As you go about your daily life, and away from your immediate design sessions, you can allow your mind time to make connections with the things around you. The real world is the best source of inspiration.

5. Writing. Start keeping notebooks and just write down any ideas that come to your mind. Journal, take notes, and actively be looking for ideas. As you get in the habit of looking for and collecting things it gives you more things that you can draw from later. It also trains your mind to be able to get ideas out and helps to improve your writing abilities.

If you take time to look around online, you will find an almost endless supply of suggestions for how to find inspiration. Look at them, try them, and find some that work for you. I have many go-to’s for getting ideas when I feel stagnant.

Core Theme and Experience
In week three you learned about the core theme and experience. I want to focus on these once more as you have had more time to create games. Most students at this point start to get into a rut with their designs and do just enough to come up with the springboard themes and build a quick game. They tend to focus on the mechanical aspects of the game, or some of the thematics, but they lose cohesiveness and direction in their games. The reason for this is that they don’t have, or haven’t properly identified what their core theme and/or core experience are.

For your games in the next few weeks, whenever you go into the design, remember to create and articulate the core theme/experience. What is the main focus? What are you trying to get across to the audience? What lesson should the audience learn, and how can you support that through the game design? If it is an experience, what do you want the audience to feel, learn, do, or become? How can you create that for them?

When you have a focus or a goal, it allows you to be much more successful in your development.

Matthew Luhn, of Pixar fame, approaches it from the perspective of creating a feeling.
Please watch the following.

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