[ 6] To my knowledge
the method with the
future maps (albeit not
called this name) was
created by Lars Erik
Homlquist and Ramia
Mazé.
you would like to use.
Gameplay design patterns can
be used as a starting point for
game design. Pick two or three
and set them as a requirement;
the game must include these in
some way. Interestingly, several
groups using the same patterns
will still come up with very different games. For instance, I
ran a workshop in which three
groups designed games using
the pattern Real-Time Game and
either cooperation, espionage, or
a team or outdoor game [ 9]. The
result was one mobile phone
game about a race across the
polar regions, another mobile
phone game played in the city
that was now populated by
monsters and treasures, and one
Pictionary-like camera game.
• These (plus some dice) were the components I provided for the first creative constraints
workshop I organized. When designing the components, I thought the coupling between
the colors on the cards and the colors on the boards was too obvious, but not all groups
used this connection. In addition, all groups but one got typical player pieces (like the
ones to the right), but I did not have enough, so one group got small sturdy cylinders
instead. Sure enough, they used the fact that these could be stacked!
[ 7] See special issue on
ubiquitous gaming: S.
Björk, J. Holopainen, P.
Ljungstrand, and K.P.
Åkesson, “Designing
Ubiquitous Computing
Games - A Report from
a Workshop Exploring
Ubiquitous Computing
Entertainment,” Journal
of Personal and
Ubiquitous Computing
6, no. 5 and 6
(December 2002).
Creative Constraints
In this exercise the participants
receive constraints in forms of
components (if they are going to
design a board game) or graphics (for a computer game). They
must use only some, not all of
the components. Again, different groups will come up with
very different ideas.
Here, the choice of components will affect design more
than you can believe. Small
things like color (coding) may
matter a lot, as may things like
different shapes, so it is worth
designing or choosing these with
care.
[ 8] To read more about
gameplay design patterns and get a full
collection, check out
Björk and Holopainen,
Patterns in Game
Design, Boston: Charles
River Media, 2005.
What to Use When and the
Art of Providing Inspiration
The methods I describe have
their own pros and cons. “Redo
it right” is by far the easiest
for non-experienced gamers,
because there is an existing set
of rules. “Gameplay design patterns” is the most complex tool;
it takes time to get to know, but
as any other comprehensive tool
(the collection contains more
than 200 patters), it is very useful once mastered.
“D6” and “creative constraints” are much each other’s
opposites, D6 being very free,
while creative constraints can
be very limited, depending on
how many components you
provide and how many have to
be used. Having tried out both
in several cases, I would say D6
works slightly better—when trying it on a class of interaction
designers and game designers,
some four games out of 14 were
promising. I’ve tried creative
constraints only as a game
design competition with time
pressure added, which does not
work well; this task may work
better if the participants can
review the material beforehand.
On the other hand, most of the
material is already designed,
so the focus is much more on
actually designing the gameplay
than making the perfect components, as in D6.
Actually, there is an imminent risk that prototyping
or programming issues may
interfere with gameplay design.
This can be countered either by
sticking to lo-fi prototypes and/
or bodystorming if necessary,
or by involving experienced
programmers, or by limiting the
scope to designing board or card
games only. Also, you must be
a bit cautious in what materials
you choose to display; D6 and
creative constraints are highly
dependent on what prototyping
material you provide as inspiration. The others, not so much. It
all comes down to what type of
game you want—for instance, if
you provide dice markers, etc.,
you will most likely get a board
game. In order to skew the ideas
toward, say, a live action game,
you will have to provide more
everyday-life things—props like
[ 9] See S. Lundgren,
“Facets of Fun:
The design of
Computer Augmented
Entertainment Artifacts,”
Master’s thesis,
Chalmers University
of Technology and
Göteborg University,
2006, 145-153. <http://
www.cs.chalmers.
se/~lundsus/publica-
tions.html>