Introduction to Game System Design, 1st edition

Published by Pearson (August 17, 2021) © 2022

  • Dax Gazaway

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As games grow more complex and gamers expectations soar, the discipline of game systems design becomes ever more important. Game systems designers plan a games rules and balance, its characters attributes, most of its data, and how its AI, weapons, and objects work and interact. Introduction to Game Systems Design is the first complete beginners guide to this crucial discipline. Writing for all aspiring game professionals, even those with absolutely no experience, leading game designer and instructor Dax Gazaway presents a step-by-step, hands-on approach to designing game systems with industry-standard tools. Drawing on his experience building AAA-level game systems (including games in the Star Wars and Marvel franchises), Gazaway covers all this, and more:
  • Exploring the essentials of game design and its emerging subdisciplines
  • Asking the essential questions at the heart of all design
  • Getting started with modern game system design tools, including the spreadsheets most professionals now use
  • Creating systems and data from a blank page
  • Populating and quantifying a world of data into a game
  • Tuning and balancing game systems
  • Testing game systems and data
  • Leveraging communication, psychology, and rewards within your games
  • Balancing game probability within systems
Preface     xx

Chapter 1  Games and Players: Defined     1

Defining Game     2

    Agreed Upon, Artificial Rules     2

    Players Have an Impact on the Outcome     3

    People Can Opt Out     4

    Game Sessions Are Finite     4

    Intrinsic Rewards     4

    Game Attributes Summary     5

Finding the Target Audience for a Game: Player Attributes     6

    Age     6

    Gender     7

    Tolerance for Learning Rules     7

    Interest in Challenge     9

    Desired Time Investment     10

    Pace Preference     11

    Competitiveness     11

    Platform Preference     12

    Skill Level     12

    Genre/Art/Setting/Narrative Preference     13

Value Gained from Players     13

    Payment     13

    Other Forms of Value     16

    Target Audience Value     17

Target Audience Composite     18

    Chess     18

    Galaga     18

    Mario Kart     19

    The Battle for Wesnoth     20

    Bejeweled     20

What to Do with a Target Audience Profile     21

Further Steps     22

Chapter 2  Roles in the Game Industry     23

Core Management Team     24

    Vision Holder     24

    Lead Engineer     25

    Lead Artist     25

    Lead Designer     25

    Producer     25

    Lead Sound Designer     25

Team Subdisciplines     26

    Art     26

    Engineering     27

    Production     28

    Design     28

    Sound Team     29

    QA Team     29

    Narrative Designer     30

    Additional Roles     30

Further Steps     30

Chapter 3  Asking Questions     31

How to Ask a Theoretical Question     32

    Steps of the Scientific Method     32

    Defining a Question for Data Analysis     35

How to Ask for Help with a Problem     36

    Why How You Ask Matters     36

    Steps to Writing a Good Question     37

Further Steps     41

Chapter 4  System Design Tools     43

What Is Data?     44

Game Industry Tools     44

    Documentation Tools     45

    Image Editing Tools     45

    3D Modeling Tools     46

    Flowchart Tools     47

    Databases     48

    Bug-Tracking Software     49

    Game Engines     49

Further Steps     50

Chapter 5  Spreadsheet Basics     51

Why Spreadsheets?     52

What Is a Spreadsheet?     54

Spreadsheet Cells: The Building Blocks of Data     54

    Cells     54

    The Formula Bar     55

    Spreadsheet Symbols     56

Data Containers in Spreadsheets     60

    Columns and Rows     60

    Sheets     61

    Workbooks     61

Spreadsheet Operations     63

    Referencing a Separate Sheet     64

    Hiding Data     65

    Freezing Part of a Sheet     66

    Using Comments and Notes     68

    Using Formfill     71

    Using Filters     77

Data Validation     80

    The Data Validation Dialog     81

    Time Validation     83

    List Validation     84

    Named Ranges     84

Further Steps     88

Chapter 6  Spreadsheet Functions     89

Grouping Arguments     90

Function Structure     90

More Complex Functions     93

Functions for System Designers     96

    SUM     96

    AVERAGE     97

    MEDIAN     97

    MODE     98

    MAX and MIN     99

    RANK     99

    COUNT, COUNTA, and COUNTUNIQUE     100

    LEN     100

    IF     101

    COUNTIF     101

    VLOOKUP     102

    FIND     102

    MID     103

    NOW     103

    RAND     104

    ROUND     105

    RANDBETWEEN     105

    Learning About More Functions     106

How to Choose the Right Function     106

Further Steps     107

Chapter 7  Distilling Life into Systems     109

An Abstract Example     114

    Throwing     114

    Sticks     115

    Running     115

    Teamwork     115

    Putting Together the Mechanics     115

Story in Games     116

Further Steps     117

Chapter 8  Coming Up with Ideas     119

Idea Buffet     120

    Sample Idea Buffet     120

Running a Brainstorming Session     121

    Having Goals     121

    Gathering the Troops     122

    Giving Yourself a Block of Time     123

    Don't Accept the First Answer     123

    Avoiding Criticism     124

    Keeping on Topic (Kind Of)     124

    Capturing the Creativity     125

    Keeping Expectations Reasonable     125

    Percolating     125

Methods to Force Creativity     126

    Bad Storming     126

    Jokes     126

    Building Blocks     127

    Future Past     127

    Iterative Stepping     127

    Halfway Between     128

    Opposite Of     129

    Random Connections     130

    Stream of Consciousness Writing     130

Further Steps     131

Chapter 9  Attributes: Creating and Quantifying Life     133

Mechanics Versus Attributes     134

Listing Attributes     134

    Initial Brainstorming     135

    Blue-Sky Brainstorming     136

    Researching Attributes     136

    Referring to Your Own Personal Attribute Bank     138

Defining an Attribute     139

    Considerations When Defining an Attribute     140

Grouping Attributes     141

Further Steps     143

Chapter 10  Organizing Data in Spreadsheets     145

Create a Spreadsheet to Be Read by an Outsider     146

Avoid Typing Numbers     146

Label Data     147

Validate Your Data     148

Use Columns for Attributes and Rows for Objects     148

Color Coding     149

Avoid Adding Unneeded Columns or Rows or Blank Cells     151

Separate Data Objects with Sheets     152

    Reference Sheet     152

    Introduction Sheet     153

    Output/Visualization Sheets     154

    Scratch Sheet     155

Spreadsheet Example     155

Further Steps     156

Chapter 11  Attribute Numbers     157

Getting a Feel for Your Attributes     158

Determining the Granularity for Numbers     158

    Numbers Should Relate to Probability     158

    Some Numbers Need to Relate to Real-World Measurements     159

    User Smaller Numbers for Easier Calculations     160

    Use Larger Numbers for More Granularity     161

    Very Large Numbers Are Confusing     162

    Humans Hate Decimals and Fractions, but Computers Don't Mind Them     163

    Numbering Example     163

The Tension Trick     163

Searching for the Right Numbers     165

Further Steps     167

Chapter 12  System Design Foundations     169

Attribute Weights     170

DPS and Intertwined Attributes     173

Binary Searching     176

    How Binary Searching Works     176

    Lacking a Viable Range     179

Naming Conventions     180

Naming Object Iterations     185

    The Problem with “New”     185

    Iteration Naming Method 1: Version Number     186

    Iteration Naming Method 2: Version Letter and Number     186

    Special Case Terms     187

Using the Handshake Formula     188

Further Steps     194

Chapter 13  Range Balancing, Data Fulcrums, and Hierarchical Design     195

Range Balancing     196

    How Range Balancing Works     197

    Who Adjusts What     201

Data Fulcrums     203

    What Is a Fulcrum?     203

    Creating a Fulcrum     204

    Testing a Fulcrum     204

    Locking a Fulcrum     206

    Using a Fulcrum for Data Creation     206

    Unavoidable Cross-testing     208

    Fulcrum Progression     209

Hierarchical Design     210

    Starting the Hierarchy     211

    Advantages of Hierarchical Design     212

Further Steps     213

Chapter 14  Exponential Growth and Diminishing Returns     215

Linear Growth     216

Exponential Growth     217

    Parts of the Basic Exponential Growth Formula     218

    Building Blocks of the Exponential Growth Formula     220

    Tweaking the Basic Exponential Growth Formula     226

    A Note on Iterations     227

    Exponential Charts and Game Hierarchy     227

Further Steps     228

Chapter 15  Analyzing Game Data     229

Overview Analysis     230

Next-Level Deep Analysis     238

Practicing Data Analysis     240

Comparison Analysis     240

Canaries     241

Further Steps     244

Chapter 16  Macrosystems and Player Engagement     245

Macrosystem Difficulty Adjustment     246

    Flat Balancing     246

    Positive Feedback Loops     247

    Negative Feedback Loop     249

    Dynamic Difficulty Adjustment     251

    Layered Difficulty Adjustment     253

    Cross-Feeding     254

Balancing Combinations     255

Further Steps     255

Chapter 17  Fine-Tuning Balance, Testing, and Problem Solving     257

Balance     258

    Why Balance Matters     258

    General Game Balance     259

    Breaking Your Data     261

    Problems with Balancing Judged Contests     261

    How to Start Balancing Data     263

Performing Playtests     265

    Minimum Viability Testing     266

    Balance Testing     267

    Bug Testing     268

    User Testing     269

    Beta/Postlaunch Telemetry Testing     273

Solving Problems     275

    Identify the Problem     276

    Eliminate Variables     277

    Come Up with Solutions     277

    Communicate with the Team     277

    Prototype and Test     277

    Document the Changes     277

Further Steps     278

Chapter 18  Systems Communication and Psychology     279

Games as Conversations     280

Word Meanings     281

Noise     284

Reciprocity     286

    Overstepping Bounds     286

    Shallow Relationship     287

    Right Balance     287

Reward Expectations     288

Further Steps     289

Chapter 19  Probability     291

Basic Probability     292

    Probability Notation     292

    Calculating One-Dimensional Even-Distribution Probability     293

    Calculating One-Dimensional Uneven-Distribution Probability     299

    Calculating Compound Probability     301

    Calculating 2D6 “Or Higher” Cumulative Probability     309

    Calculating the Probability of Doubles     310

    Calculating a Series of Single Events     311

    Calculating More Than Two Dimensions     316

    Calculating Dependent Event Probability     318

    Calculating Mutually Exclusive Event Probability     321

    Calculating Enumerated Probability with an Even Distribution     321

    Calculating Enumerated Probability with an Uneven Distribution     322

    Calculating Attributes Weights Based on Probability     325

    Calculating Imperfect Information Probability     327

    Perception of Probability     328

    Probability Uncertainty     328

Mapping Probability     329

    Attributes of a Random Event     329

    Mapping Probability Examples     331

Measuring Luck in a Game     334

    Testing for Pure Luck     335

    Testing for Luck Dominant     335

    Testing for Luck Influenced     336

    Adjusting the Influence of Luck     336

    Chaos Factor     338

Further Steps     338

Chapter 20  Next Steps     341

Practice     342

Analyze Existing Games     342

Play New Games     342

Modify Existing Games     342

Work on Your Game     343

Keep Learning     343

Index     345

Dax Gazaway was raised in a gamer family. His parents met in a Dungeons & Dragons group, and he was surrounded with games being played and made. From a very early age, Dax was fascinated by the numbers in games. He would pour over monster manuals and board game books, dissecting the rules to figure out how the systems worked.

Dax started in the video game industry in the late 1990s. During his tenure in the industry, Dax pioneered game system design at multiple independent and AAA studios, helping to refine and define the subdiscipline. In recent years, he has become a course director at Full Sail University, specializing in teaching new students the concepts and tools of the system designer. Dax has created new curriculum and multiple classes for system design students, and he teaches introduction to system design courses.

The following is a selection of Dax's game design credits:

Star Wars: Obi-Wan, System and level designer
Star Wars: Jedi Starfighter, System and level designer and QA liaison
Star Wars: Bounty Hunter: System and level designer
Gladius: System designer
Syphon Filter franchise: Lead designer and system designer
Spider Man 3: Lead system designer
Marvel Ultimate Alliance 2: Lead system designer
Guitar Hero franchise: System designer

In addition, Dax has been the studio lead system designer for Row Sham Bow Games and a system design consultant for multiple projects.

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