đź“–Practical Creativity

authors
Koster, Raph
year
2014
url
https://www.youtube.com/watch?v=zyVTxGpEO30
  • Study games

  • Games hierarchy

    • A game — unique rule construct

    • A reskin or clone — changes presentation or content

    • A variant — changes a rule

    • A family — a set of variants

    • A genre — a set of reskins and their variants

  • In tabletop games, most of the game are actually new games. For computer games, most stay in some known genre.

  • Atomization

    • Games are made of games → Game subsystems are games

    • each input is a game, each subsystem is a game

    • build you mechanics library

      • going back to old simple games is useful

      • play mobile games

    • distance yourself from the core problem (reframe your problem in a new language)

    • books for mechanics library

      • game design patterns

      • game mechanics

  • inventing new mechanics

    • adding statistic can change game

      • e.g., just counting and showing time makes it more likely to be speed-ran

      • (another example is combo count — you try to do more strikes in a series)

      • too much statistics is not always good. if you add new statistic—try removing an old one

    • change a dimension

    • work in analog materials

    • force constraints (constraints improve creativity) → Restrictions enhance creativity

    • add new goal

    • change input

      • input/control is a game in itself

    • change topologies

      • forms of elements / map

    • mixing games with similar topologies

    • simulate using an oddity. select a non-optimal simulation intentionally

      • e.g., simulate health with territory, simulate 3d with 1d, etc.

    • transplant skin

      • action remains the same but it has a different meaning, a new focus

    • merge mechanics

  • art

    • theme

      • ask deeper question

        • what game system is about

        • what this mechanic is about

        • what is the goal of mechanic

    • start with experience (top-down)

    • model an unusual story

      • (goat simulator, etc)

    • start from system first (bottom-up)

      • what does mechanic mean? what does it imply?

    • use both top-down and bottom-up together — converge at the center

  • life habits

    • creativity is a skill (design a game every day?)

    • messy desk increases creativity

    • exercise

    • sleep

    • take notes by hand

    • take risks

    • positive mood works better (high stress—not)

    • read

    • avoid homogeneity — introduce more variety in your life

    • explain things to other people

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