DOMINO EFFECT CHANGE PLACE POST-IT DOMINO EFFECT CHANGE PLACE POST-IT DOMINO EFFECT CHANGE PLACE POST-IT DOMINO EFFECT CHANGE PLACE POST-IT CENTRAL CHANGE PLACE POST-IT INSTRUCTIONS PAPER PROTOTYPING GAME DESIGN FRAMEWORK * Explore the pairs of cards in the prototyping deck. * Place one card related to the most important part of your game’s value proposition in the middle of framework. * Put post-it underneath with how you think the game would change thanks to the card. * Place one card of each of the pairs in the rest of the card slots. Remember: only one card per pair. * In post-its, write the “domino effects” of your main card on surrounding cards. For example, if you change the winning condition, would that change the scale of the game?
I created a framework and a deck of cards aimed at helping game designers think of their prototypes in new ways and push their design decisions to get unexpected outcomes. This framework and the deck are licensed under Creative Commons By, so go ahead and use them however you want and in your company! Made for my Code Liberation workshop at NYU, June 2nd, 2015.
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DOMINO EFFECT CHANGE
PLACE POST-ITDOMINO EFFECT CHANGE
PLACE POST-IT
DOMINO EFFECT CHANGE
PLACE POST-ITDOMINO EFFECT CHANGE
PLACE POST-IT
CENTRAL CHANGEPLACE POST-IT
INSTRUCTIONS
PAPER PROTOTYPINGGAME DESIGN FRAMEWORK
* Explore the pairs of cards in the prototyping deck.
* Place one card related to the most important part of your game’s value proposition in the middle of framework.
* Put post-it underneath with how you think the game would change thanks to the card.
* Place one card of each of the pairs in the rest of the card slots. Remember: only one card per pair.
* In post-its, write the “domino e�ects” of your main card on surrounding cards. For example, if you change the winning condition, would that change the scale of the game?
LIQUIFY
Make your gameless tangible.
Guiding questions:What if time was quicker?What if the materials were flexible/less sturdy?What would happen if the game was hard tosee/hear/feel?
Guiding concepts:materials, time, physicality
SCALE DOWN
COLLECTIVIZESCALE UP
Augment the scale of your game.
Guiding questions:What if the board was the city?What if this was played by whole countries?
Guiding concepts:materials, location, economy
Minimize the scale of your game.
Guiding questions:What if the board was smaller?What if this was played in a tiny space?
Guiding concepts:materials, location, economy
Make your game more social.
Guiding questions:What if the game had more players?How could we make the game more sociallyengaging?
Guiding concepts:community, player interactions, rituals of play
INDIVIDUALIZE
Make your game less social.
Guiding questions:What if the game had less players?How could we make the game more aboutcontemplation and solitude?
Guiding concepts:community, player interactions, rituals of play
BEND
Take out some rulesfrom your game.
Guiding questions:What if this rule didn’t exist?What if players were welcome to cheat?What if rules were loosely defined?
Guiding concepts:mechanics, rules, rituals of play
RESTRAIN
Put more rules into your game
Guiding questions:What if a new rule was added?What if rules were very strict?
Guiding concepts:mechanics, rules, rituals of play
WINDIFFERENTLY
Add or change thewinning condition.
Guiding questions:What if players could win in more ways?What if players could win in a completely di�erent way?
Guiding concepts:goals, player interactions
LOSEDIFFERENTLY
Add or change thelosing condition.
Guiding questions:What if players could lose in more ways?What if players lose in an unexpected way?
Guiding concepts:goals, player interactions
SOLIDIFY
Make your gamemore tangible.
Guiding questions:What if time was slower?What if the materials were sturdier?What would happen if you could take thegame with you?