Players will engage in a primary pattern, they will feel they have a purpose to
complete this pattern and they like to feel progress. All games will have this and
its how you make these three things balance out. At Silkjade we will look at the
pattern and make sure its a real fun pattern. We will add in items and or tasks
that give the player a purpose to complete the patterns. Then we will give the
player a sense of progress by adding in levels to complete.

Pattern

In World of warcraft the pattern is to apply damage or to heal damage. Pretty
simple and when you break down all the numbers it comes down to this a 80 %
chance of applying X amount of damage (or healing it). Now as a designer you
have to develop a set of ways the player does this pattern that is fun. In Mario
you run, jump, collect and spit fire balls. Also the pattern will loop and the
players can go loopy. The good news is once a pattern is fun the player can
loop in it until they feel "its fun but whats the purpose of this".

Purpose

The purpose in world of warcraft comes in the form of challenges presented by
non player characters and player characters.  So if the player completes the
task of defeating a NPC or PC they will receive a reward, but they first have to
complete thier characters purpose. Also a reward is the satisfaction of being
successful at completing the pattern. In WOW I was a healer so by completing
my purpose to heal I would be rewarded.

Progress

So the player completes the pattern loop (which is fun first or no deal) then they
feel a sense of purpose because they completed something or defeated
something. They then can receive a reward and the avatar improves. In World of
Warcraft a nice big experience bar shows how the player is going. Also the
player can see immediate changes to their character when items are equipped.
The completion of levels gives the player progress on a grander scale. Purpose
comes and goes (like defeating a PVP player) but the reward from the honour
points in the form of a item gives the player a sense of greater progress beyond
the sense of purpose. Healing and feeling a purpose to heal is ok for a while but
everyone wants the be rewarded with payment. The most simplest and probably
required rewards is score and or a completion pathway.  
Game Play the 3P0
Game Assets
Game Style
You have to have style and the game needs to be dressed up nice. The music,
programming and artwork have to come together to create a style. Be consistent
with your style and understand the tastes of your target market. Bright, colourful
and friendly artwork is important for casual players. The casual market has a lot
of female players so be aware of their "needs" and what they like. The style set
in the design document sets the feel for the whole game. Look at World of
Warcraft with its cartoon style. The cartoon style I feel has a broad appeal. Have
ease of use, a board art style, depth of game play and your onto a winner
(maybe :) ).

Main Points
  • Develop a art style to compliment your game type
  • Develop a set of special effects which compliment the game style
  • Be aware of how music and sound can bring immersion to the game
  • Develop your style to make your target players feel good
All games have assets. So now that your aware of what the pattern, purpose
and progress the player will engage in you need to map out the assets. Also
now that you know what style of art,features and music you want you need to
write it down. Assets like art can be bought in, also music and even a story
written by a writer.

At Silkjade we map out the basic "must have screens" and create the place
holder art for the whole game (takes 2 to 8 hours for a puzzle games
placeholder art)

1. Splash Screen
2. Loading Screen: Loading bar
3. Main Menu Screen: Buttons, Backdrop, Button case, Change player panel
4. Options Screen: Buttons, slider, Options pop up panel
5. High Score Screen: Buttons, Score panel
6. Credits page: Buttons, Credits text
7. Main game screen: Buttons, special effects, game board
8. Game Objects: Items, objects, creatures, characters,
9. Story mode map: Buttons, Map icons
10. Level art: Level Backgrounds, Maps, Game Completions screen

After we complete the design document we create all the place holder art (all of
it required!). Also we add in place holder music and place holder sound effects.
The only part to do in production is for the coder to glue it all together and to
bring the game to life. Also we produce the final set of art which is just cut and
pasted over the top of the place holder art.

1. Complete Design Document
2. All the require
d Place holder art
3. All the required Place holder music

The place holder art does not have to be flash at all. In fact you want to spend
the least amount of time on it. Concept art is to get the style right and place
holder art is to define the objects position in the game. Exit button is exit-1.png
and is 100 X 50 pixels etc...