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Designing Core Gameplay for Everyone

Seth Sivak
Lead Designer – INDIANA JONES Adventure World
Zynga Boston
●   Who?
●   What?
●   Why?
●   How?
Who am i?
Zynga Boston Design
zynga    zynga
                             dublin     uk
              zynga
   zynga     new york                          zynga         zynga
   seattle                                    germany        beijing
                             zynga
zynga                        boston   zynga
 SF                                     lux
                              zynga
 zynga                         east                                zynga
   LA                                                              japan
              zynga
              dallas
   zynga                                            zynga
 san diego          ZWF
                  mckinney                           india
              zynga
              austin
Play = #2 activity on the
                              45% of time spent on   47% of time spent using
Internet; more popular than
                                social networks        smartphone apps
           email
240 million monthly
   active users
Who is the Audience?
Who is the Audience?
●   Who?
●   What?
●   Why?
●   How?
What is Indiana Jones Adventure World?
Episodic Casual Adventure Game
Complete quests and explore on map
gameplay to recover artifacts
Episodic Casual Adventure Game
Travel to new areas and get new stories
Episodic Casual Adventure Game
Upgrade tools and gadgets
Episodic Casual Adventure Game
Build up your Base Camp to hold your
supplies and treasure
What is the Gameplay?
●   Quests
What is the Gameplay?
●   Quests
●   Energy Management
What is the Gameplay?
●   Quests
●   Energy Management
●   Combat
What is the Gameplay?
●   Quests
●   Energy Management
●   Combat
●   Puzzles
What is the Gameplay?
●   Quests
●   Energy Management
●   Combat
●   Puzzles
●   Exploration
●   Who?
●   What?
●   Why?
●   How?
Why a Social Adventure?
●   Go on a journey (leave the Farm)
●   Tell a story (make characters matter)
●   Evolve gameplay (casual adventure)
Facebook Ecosystem Summer 2010




 Go on a Journey       Tell a Story
Facebook Ecosystem Summer 2010




 Go on a Journey       Tell a Story
Games we love
But these games are Difficult…
How can we make this game for everyone?
●   Who?
●   What?
●   Why?
●   How?
The First Deliverable
●   3 Maps that are not the tutorial
     ●   Explore “On map gameplay”
     ●   Find the fun
●   Bush Mazes
●   Metal Detector Minesweeper
●   Memory Puzzle
The First Deliverable
●   3 Maps that are not the tutorial
     ●   Explore “On map gameplay”
     ●   FIND THE FUN
●   Bush Mazes
●   Metal Detector Minesweeper
●   Memory Puzzle
Bush Mazes
 Navigate the maze using
 the least energy possible
Bush Mazes



       But beware of Beasties

                           Go for the Treasure!
Bush Mazes



             Follow the Path
Bush Mazes


             Make a wrong choice
Bush Mazes


             It will cost you Energy
Metal Detector Minesweeper
Use the Metal Detector to save Energy
Metal Detector Minesweeper


2 Gold Nearby!
Memory Puzzles
Hit the switch to see the pattern
                                            3
                                        4
                                    1
                            2


                                        Light them in order
                                        to get the Treasure
First Time User Experience - Part 1
●   Teach players about the game
    ●   Coins, XP, Camera
    ●   Core Loop
    ●   Energy Management
    ●   Map Gameplay
    ●   Story
The Dig site



       Navigate the Bush Maze



    Start
The Dig site
               Place the Survey Flags
The Dig site

               Use the Survey Scope
The Dig site


               Enter the Cave
The Cave


           Navigate the Rock Maze




   Start
The Cave
           Stand on the Switches

                                   Collect the Idol
First Time User Experience - Part 2
●   Teach players about the game
    ●   Coins, XP, Camera
    ●   Simpler Core Loop (TOOLS!)
    ●   Clearer Energy Management (fun?)
    ●   Simpler Map Gameplay
    ●   Less Story
Evolution of a Map
●   First map of the game
●   30 Major Lessons
●   1 Major Reboot
●   612 Changes
Start
Grab the Machete
Recover the Key Fragments
Open the Door
1. Players want rewards for exploring
2. Establish relationships in the world




          3. Teach everything again
Art changes
4. Don’t teach everything at once
5. Every action should be satisfying
6. Focus players on a single goal
7. Make real world connections
8. Make everything shorter
9. Characters need to be introduced
10. Default camera zoom matters
11. If you can’t teach it, just cut it
12. Don’t let art break immersion
13. Use stereotypes
 as teaching tools
14. Players want surprise and excitement!
15. Rule of 3. Seriously.
16. Don’t orphan mechanics
17. Make a clear path to the objectives
18. Set the player up to be smart
Every trap acts differently 
19. Players want consequences!
REBOOT!
                Take a breather.

Players want one decision and one goal at a time.
The Legend of Zelda - 1986   World of Warcraft - 2010
20. Give a break between objectives

Tell a player when they are “done”
21. Mechanics need to be consistent
8. Make everything shorter

22. A single objective should fit in a single screen
23. Introduce, Define, Challenge
24. Always show the objective
25. Establish a sense of place
26. Make it personal
27. Repetition is boring
28. Give good examples
29. Be consistent
30. Make the world feel full
30 Lessons
1. Players want rewards for exploring       16.   Don’t orphan mechanics
2. Establish relationships in the world     17.   Make a clear path to the objectives
3. Teach everything again                   18.   Set the player up to be smart
4. Don’t teach everything at once           19.   Players want consequences!
5. Every action should be satisfying        20.   Give a break between objectives
6. Focus players on a single goal           21.   Mechanics need to be consistent
7. Make real world connections              22.   A single objective should fit in a single screen
8. Make everything shorter                  23.   Introduce, Define, Challenge
9. Characters need to be introduced         24.   Always show the objective
10. Default camera zoom matters             25.   Establish a sense of place
11. If you can’t teach it, just cut it      26.   Make it personal
12. Don’t let art break immersion           27.   Repetition is boring
13. Use stereotypes as teaching tools       28.   Give good examples
14. Players want surprise and excitement!   29.   Be consistent
15. Rule of 3. Seriously.                   30.   Make the world feel full
We iterated on everything
We iterated on everything
●   Who?
●   What?
●   Why?
●   How?
Postmortem Takeaways
●   What Went Right?
    ●   We   let ourselves wander
    ●   We   questioned our Sacred Cows
    ●   We   prototyped everything
    ●   We   focused on iteration
Postmortem Takeaways
●   What We Learned
    ●   Don’t innovate everywhere
    ●   Polish an aspect of the design to “done” early
    ●   Don’t lose your vision in the feedback
Was it worth it?
“I like the little surprises. I like that AW
makes you use your brain to solve little
puzzles and work out strategies, even if
they're just simple strategies.”
Was it worth it?
“I think the best so far is that feeling i get
for luring a snake to one of those traps.
Saves me energy, gets me coins and most
importantly, rids me of the snake.....lovely
stuff!”
Was it worth it?
“Graphics are great, sound is great, and
the playability is perfect. Its just the right
combo of click, challenge, questing & story.
Kudos for using mouse-over instead of
mouse-click on prizes. Brilliant! Nobody
else has figured that one out. 
Sorry guys,
no complaints. ”
Questions?
ssivak@zynga.com

Special thanks:
Bryan Pope
Nina Dobner
Zynga Boston Design
Matt Fillbrandt

                      INDIANA JONES and all related characters, names and
                          indicia are trademarks of & © 2012 Lucasfilm Ltd.
                                      All rights reserved. Used under license.

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Designing Core Gameplay for Everyone - GDC 2012

Editor's Notes

  1. Our vision for play…We want to make play a daily habit. We want play to be a verb. Just like search, shop and share. We’re already seeing some promising signs (stats) Source: Nielson Net Ratings