4.3 KiB
4.3 KiB
Game Brainstorming Context
This context guide provides game-specific considerations for brainstorming sessions focused on game design and development.
Session Focus Areas
When brainstorming for games, consider exploring:
- Core Gameplay Loop - What players do moment-to-moment
- Player Fantasy - What identity/power fantasy does the game fulfill?
- Game Mechanics - Rules and interactions that define play
- Game Dynamics - Emergent behaviors from mechanic interactions
- Aesthetic Experience - Emotional responses and feelings evoked
- Progression Systems - How players grow and unlock content
- Challenge and Difficulty - How to create engaging difficulty curves
- Social/Multiplayer Features - How players interact with each other
- Narrative and World - Story, setting, and environmental storytelling
- Art Direction and Feel - Visual style and game feel
- Monetization - Business model and revenue approach (if applicable)
Game Design Frameworks
MDA Framework
- Mechanics - Rules and systems (what's in the code)
- Dynamics - Runtime behavior (how mechanics interact)
- Aesthetics - Emotional responses (what players feel)
Player Motivation (Bartle's Taxonomy)
- Achievers - Goal completion and progression
- Explorers - Discovery and understanding systems
- Socializers - Interaction and relationships
- Killers - Competition and dominance
Core Experience Questions
- What does the player DO? (Verbs first, nouns second)
- What makes them feel powerful/competent/awesome?
- What's the central tension or challenge?
- What's the "one more turn" factor?
Recommended Brainstorming Techniques
Game Design Specific Techniques
(These are available as additional techniques in game brainstorming sessions)
- MDA Framework Exploration - Design through mechanics-dynamics-aesthetics
- Core Loop Brainstorming - Define the heartbeat of gameplay
- Player Fantasy Mining - Identify and amplify player power fantasies
- Genre Mashup - Combine unexpected genres for innovation
- Verbs Before Nouns - Focus on actions before objects
- Failure State Design - Work backwards from interesting failures
- Ludonarrative Harmony - Align story and gameplay
- Game Feel Playground - Focus purely on how controls feel
Standard Techniques Well-Suited for Games
- SCAMPER Method - Innovate on existing game mechanics
- What If Scenarios - Explore radical gameplay possibilities
- First Principles Thinking - Rebuild game concepts from scratch
- Role Playing - Generate ideas from player perspectives
- Analogical Thinking - Find inspiration from other games/media
- Constraint-Based Creativity - Design around limitations
- Morphological Analysis - Explore mechanic combinations
Output Guidance
Effective game brainstorming sessions should capture:
- Core Concept - High-level game vision and hook
- Key Mechanics - Primary gameplay verbs and interactions
- Player Experience - What it feels like to play
- Unique Elements - What makes this game special/different
- Design Challenges - Obstacles to solve during development
- Prototype Ideas - What to test first
- Reference Games - Existing games that inspire or inform
- Open Questions - What needs further exploration
Integration with Game Development Workflow
Game brainstorming sessions typically feed into:
- Game Briefs - High-level vision and core pillars
- Game Design Documents (GDD) - Comprehensive design specifications
- Technical Design Docs - Architecture for game systems
- Prototype Plans - What to build to validate concepts
- Art Direction Documents - Visual style and feel guides
Special Considerations for Game Design
Start With The Feel
- How should controls feel? Responsive? Weighty? Floaty?
- What's the "game feel" - the juice and feedback?
- Can we prototype the core interaction quickly?
Think in Systems
- How do mechanics interact?
- What emergent behaviors arise?
- Are there dominant strategies or exploits?
Design for Failure
- How do players fail?
- Is failure interesting and instructive?
- What's the cost of failure?
Player Agency vs. Authored Experience
- Where do players have meaningful choices?
- Where is the experience authored/scripted?
- How do we balance freedom and guidance?