WEBVTT 1 00:00:27.582 --> 00:00:30.939 Hello, this is Sungwoong Choi from the Game Institute of Korea Creative Content Agency 2 00:00:31.800 --> 00:00:34.373 During this time, the basic concepts of games 3 00:00:34.690 --> 00:00:37.767 And the process of specifying idea will be explained 4 00:00:38.490 --> 00:00:40.439 First, a few famous games that everyone knows 5 00:00:40.439 --> 00:00:42.216 will be explained 6 00:00:42.869 --> 00:00:46.069 In Super Mario, one becomes Mario or Luigi 7 00:00:46.069 --> 00:00:48.680 And through various actions such as running and jumping 8 00:00:48.680 --> 00:00:51.639 breaks obstacles and rescues Princess Peach 9 00:00:51.639 --> 00:00:53.147 as its main objective 10 00:00:53.840 --> 00:00:55.581 Another game, Tetris 11 00:00:55.581 --> 00:00:58.644 rotates puzzles of various shapes that appear randomly 12 00:00:59.010 --> 00:01:02.599 and fills up the horizontal lines with no space, for as long as possible 13 00:01:03.520 --> 00:01:06.556 Like these, games are divided into various platforms and genres 14 00:01:07.070 --> 00:01:10.145 Despite this, all games have common elements 15 00:01:10.640 --> 00:01:12.680 We'll look into each of them 16 00:01:13.458 --> 00:01:17.636 Elements of game composition and elements of immersion 17 00:01:17.810 --> 00:01:22.015 First, games have players that accept the rules 18 00:01:22.579 --> 00:01:24.222 Cultural contents of other types 19 00:01:24.222 --> 00:01:27.703 such as movies, webtoons, and dramas 20 00:01:27.970 --> 00:01:30.364 have a clear distinction between the creator and the consumer 21 00:01:30.730 --> 00:01:33.648 and the consumer cannot directly be involved in the art 22 00:01:35.440 --> 00:01:38.843 But in games, they participate directly in the game as a player 23 00:01:39.140 --> 00:01:43.658 and go through the process of making decisions, putting in effort, and making accomplishments 24 00:01:44.460 --> 00:01:47.664 Players, unlike in other cultural contents 25 00:01:48.030 --> 00:01:49.810 are beings of clear distinction 26 00:01:50.890 --> 00:01:54.502 In order to become the player, the rules and limits of the game have to be voluntarily accepted 27 00:01:54.789 --> 00:01:57.051 Accepting the game rules 28 00:01:57.051 --> 00:01:58.951 is the playful attitude of games 29 00:02:00.130 --> 00:02:04.574 The player's playful attitude is, rather than the better method for reaching the goal 30 00:02:04.950 --> 00:02:09.052 accepting the rule that they need to use the worse method 31 00:02:10.953 --> 00:02:13.158 I'll take archery as an example 32 00:02:13.970 --> 00:02:18.268 The goal of archery is to stick the arrow in the center of the designated target 33 00:02:19.080 --> 00:02:22.161 In terms of efficiency, standing right in front of the target 34 00:02:22.379 --> 00:02:26.100 and sticking the arrow in there will be the most natural way 35 00:02:28.080 --> 00:02:31.529 I wouldn't necessarily use a tool called bow and shoot the arrow from meters away 36 00:02:31.529 --> 00:02:33.209 in order to stick it into the target 37 00:02:34.169 --> 00:02:36.553 But players do this while playing archery 38 00:02:37.919 --> 00:02:41.673 That's because as a limit on trying to reach the goal of the game 39 00:02:41.999 --> 00:02:44.336 they've accepted the rules of archery 40 00:02:44.920 --> 00:02:48.502 This attitude, or the voluntary acceptance of game rules 41 00:02:48.839 --> 00:02:51.271 is an element of game that's centered around play 42 00:02:52.439 --> 00:02:54.749 Second, games have goals 43 00:02:55.600 --> 00:02:58.365 Games have specific goals that players need to reach 44 00:02:58.919 --> 00:03:02.876 In Super Mario, the goal is to reach the designated point to rescue Princess Peach 45 00:03:03.559 --> 00:03:06.914 and Tetris, when played for a long time, as an ending 46 00:03:07.231 --> 00:03:10.642 but normally, the goal is to last as long as they can 47 00:03:11.721 --> 00:03:14.186 This has a difference from other cultural contents 48 00:03:14.770 --> 00:03:18.076 When watching movies or webtoons, there are no goals 49 00:03:18.690 --> 00:03:22.783 Of course, the characters in the movie and webtoon have goals 50 00:03:23.070 --> 00:03:24.562 but they're unrelated to the players 51 00:03:25.839 --> 00:03:28.092 We set goals during our life 52 00:03:28.379 --> 00:03:30.936 and put in the effort that's needed to reach them 53 00:03:31.580 --> 00:03:34.897 Even if we don't reach all the goals we set, our life doesn't fail 54 00:03:35.600 --> 00:03:38.374 But in games, goals are the core elements 55 00:03:38.919 --> 00:03:41.575 in order to reach the goal, the player immerses into the game 56 00:03:42.080 --> 00:03:45.002 and if they can't reach the goal, the game ends 57 00:03:46.279 --> 00:03:49.036 Third, games have resources 58 00:03:49.759 --> 00:03:51.515 For players to play the game 59 00:03:51.515 --> 00:03:53.580 they needed resources that the developer provides 60 00:03:54.600 --> 00:03:57.323 Resources such as character, background, items, and monsters 61 00:03:57.600 --> 00:04:00.033 Distinguish the real world from the digital world 62 00:04:00.399 --> 00:04:03.020 lead the goal of the game and the actions of the player 63 00:04:03.020 --> 00:04:04.739 and have the role of controlling them 64 00:04:05.759 --> 00:04:08.113 Johan Huizinga, in his book Homo Ludens 65 00:04:08.469 --> 00:04:12.159 described the temporary world of games as the magic circle 66 00:04:13.050 --> 00:04:15.673 Magic circle means, rather than the rules of the daily world 67 00:04:15.950 --> 00:04:18.224 a world where the rules of the game applies 68 00:04:19.531 --> 00:04:22.023 All plays occur in the physical and conceptual 69 00:04:22.023 --> 00:04:24.307 play area that has been designated 70 00:04:25.079 --> 00:04:28.232 The stage, actions, and perspective composing the game 71 00:04:28.519 --> 00:04:31.344 all of these, within the play area called magic circle 72 00:04:31.651 --> 00:04:33.698 functions according to the set rules 73 00:04:34.440 --> 00:04:37.855 Some games stimulate the player's imagination and disappear 74 00:04:38.261 --> 00:04:39.676 and some games are boring 75 00:04:40.250 --> 00:04:44.383 Good games induce the player's voluntary participation and emotional touch 76 00:04:45.740 --> 00:04:48.423 The elements mentioned until now are the composing elements of games 77 00:04:48.749 --> 00:04:51.743 and now the elements for making the player participate in the game 78 00:04:52.000 --> 00:04:53.853 will be talked about 79 00:04:55.150 --> 00:04:56.869 The first element is challenge 80 00:04:57.720 --> 00:04:59.655 All games have goals 81 00:05:00.200 --> 00:05:02.332 but in order to prevent the player from reaching the goal too easily 82 00:05:02.332 --> 00:05:03.998 there are obstacle elements 83 00:05:04.760 --> 00:05:08.418 The player gains a sense of achievement by destroying these obstacles 84 00:05:09.200 --> 00:05:11.981 Here, the player gains a sense of challenge 85 00:05:13.040 --> 00:05:16.927 In the process of trying to solve the game, there's tension 86 00:05:17.640 --> 00:05:21.351 and depending on success or failure, they feel achievement or desparity 87 00:05:22.450 --> 00:05:26.190 Like this, games require continuous challenge from players 88 00:05:27.160 --> 00:05:29.794 If the process has little to no change 89 00:05:30.259 --> 00:05:33.140 the player feels boredom and looks for other games 90 00:05:34.239 --> 00:05:37.430 In contrast, if it's too difficult, they may feel too much despair and quit the game 91 00:05:38.450 --> 00:05:40.362 This is called difficulty adjustment 92 00:05:40.669 --> 00:05:42.758 or in other words, balance planning 93 00:05:43.679 --> 00:05:46.553 Balancing the difficulty for the challenge of the game 94 00:05:46.880 --> 00:05:49.802 is a core element that makes the player continuously immerse in the game 95 00:05:51.000 --> 00:05:54.309 I'll tell you about this using Csikszentmihalyi's Flow Theory 96 00:05:55.359 --> 00:05:56.906 When one first starts a game 97 00:05:56.906 --> 00:05:59.066 they usually don't have enough abilities to destroy the obstacles 98 00:05:59.769 --> 00:06:02.427 If this is difficult, players will feel despair 99 00:06:04.110 --> 00:06:07.224 But as the play continues, the ability increases 100 00:06:07.639 --> 00:06:09.635 and if the level of challenge doesn't increase as well 101 00:06:09.635 --> 00:06:11.542 it will later in turn, become boring 102 00:06:12.750 --> 00:06:17.542 The flow diagram balances between despair and boredom 103 00:06:17.730 --> 00:06:21.170 and shows the path in which challenge and level of ability increase 104 00:06:24.120 --> 00:06:27.556 If the level of challenge is maintained based on the player's abilities 105 00:06:28.160 --> 00:06:30.925 and if the level of challenge increases as the ability increases 106 00:06:31.519 --> 00:06:33.874 the player remains in the middle section of the diagram 107 00:06:34.319 --> 00:06:36.363 and experiences the state of flow 108 00:06:37.541 --> 00:06:41.763 If they play the game within the flow channel, they feel accomplishment and happiness 109 00:06:42.040 --> 00:06:44.221 and we call this "fun" 110 00:06:46.320 --> 00:06:48.010 The second element is universe 111 00:06:48.990 --> 00:06:51.945 To make the player voluntarily participate in the game 112 00:06:52.361 --> 00:06:54.482 attractive game environment is needed 113 00:06:54.740 --> 00:06:56.828 and we call that the universe 114 00:06:58.620 --> 00:07:00.151 The universe of StarCraft is 115 00:07:00.151 --> 00:07:03.168 the fierce competition between the three tribes in outer space 116 00:07:03.831 --> 00:07:06.717 And one of those tribes represent humans 117 00:07:07.420 --> 00:07:09.748 This universe, in the end of 1990s 118 00:07:10.094 --> 00:07:12.867 during the end of century, was very attractive 119 00:07:15.679 --> 00:07:18.863 The reason why StarCraft is still popular these days is 120 00:07:19.220 --> 00:07:23.648 the universe that contains attractive units of tribe 121 00:07:25.480 --> 00:07:28.019 The Legend of Zelda involves the journey of Link 122 00:07:28.019 --> 00:07:29.676 who lives in a world full of adventure 123 00:07:30.211 --> 00:07:33.951 World of War Craft involves the Horde that occurs in Azeroth 124 00:07:33.951 --> 00:07:36.737 and the conflict of the Alliance tribe 125 00:07:38.519 --> 00:07:40.722 We'll simply apply this on Rock Paper Scissors 126 00:07:41.920 --> 00:07:45.673 The Rock Paper Scissors that we play on a daily basis has clear rules 127 00:07:46.119 --> 00:07:48.692 but it's hard to feel entertainment through this itself 128 00:07:49.920 --> 00:07:51.202 But on Rock Paper Scissors 129 00:07:51.361 --> 00:07:53.702 what if we apply the adventure of the fantasy universe? 130 00:07:54.870 --> 00:07:58.525 For example, the evil king who set out to destroy the kingdom 131 00:07:58.852 --> 00:08:00.329 and the 4 soldiers who fought against him 132 00:08:01.239 --> 00:08:04.653 The soldiers play a game of Rock Paper Scissors with the king 133 00:08:05.079 --> 00:08:06.758 The king gets 5 chances 134 00:08:07.243 --> 00:08:10.685 and let's say that the 4 soldiers each get 1 chance 135 00:08:12.239 --> 00:08:15.709 Rather than 5 people playing Rock Paper Scissors with no settings 136 00:08:15.709 --> 00:08:17.703 it's much easier to immerse in the roles 137 00:08:19.000 --> 00:08:23.303 Like this, universe is something that makes the player emotionally immerse into the game 138 00:08:23.600 --> 00:08:24.921 as an important element 139 00:08:26.000 --> 00:08:30.390 Other than this, games need complex systems and various interactions 140 00:08:31.479 --> 00:08:33.977 An important thing to keep in mind about games is 141 00:08:34.590 --> 00:08:37.161 that the whole is greater than the sum of parts 142 00:08:38.220 --> 00:08:41.813 This means that the interaction of small elements 143 00:08:42.160 --> 00:08:45.235 brings a new dimension, different from before 144 00:08:46.760 --> 00:08:50.734 Using cars as an example, understanding the structure of elements that compose the engine 145 00:08:51.160 --> 00:08:53.416 and predicting its reaction is possible 146 00:08:54.070 --> 00:08:57.274 but once power is provided and the car starts moving 147 00:08:57.600 --> 00:09:01.160 no one can predict its movements afterwards 148 00:09:03.150 --> 00:09:04.538 Games are similar to this 149 00:09:05.152 --> 00:09:06.677 The elements explained ahead 150 00:09:07.054 --> 00:09:10.597 are the possibilities that the planners designed before playing the game 151 00:09:11.320 --> 00:09:14.658 They can't predict everything about the results of the actual play 152 00:09:16.440 --> 00:09:17.741 Therefore, the planner 153 00:09:18.206 --> 00:09:20.754 shouldn't just view the elements of games as separate forms 154 00:09:21.140 --> 00:09:23.598 but should be able to view the entirety, including the play 155 00:09:24.576 --> 00:09:28.329 Deducing and specifying ideas 156 00:09:28.580 --> 00:09:32.500 Next, we'll learn about ways and processes of idea deduction 157 00:09:33.520 --> 00:09:35.513 Many people think that making ideas 158 00:09:35.513 --> 00:09:37.367 is just the role of the planner 159 00:09:38.079 --> 00:09:39.298 But that's not true 160 00:09:40.060 --> 00:09:42.590 Ideas can be made by a 7-year-old child 161 00:09:42.946 --> 00:09:45.951 or programmers and art 162 00:09:47.001 --> 00:09:50.425 Making ideas is only the starting point of the creation process 163 00:09:50.920 --> 00:09:53.703 Adding details and life into it 164 00:09:53.703 --> 00:09:55.554 is what game planning is 165 00:09:56.930 --> 00:10:00.033 Like this, game planning isn't all about having great ideas 166 00:10:00.479 --> 00:10:03.264 but it also means carefully trimming and advancing the initial concept 167 00:10:03.799 --> 00:10:07.298 to specify it into something that's actually producible 168 00:10:09.021 --> 00:10:11.974 Then let's first learn about some ways to make ideas 169 00:10:13.479 --> 00:10:14.982 Where does idea come from? 170 00:10:16.200 --> 00:10:19.649 You may think that it appears out of nowhere, but that's not true 171 00:10:20.461 --> 00:10:22.284 Ideas appear when good senses 172 00:10:22.601 --> 00:10:25.464 and experiences are encountered and accepted 173 00:10:26.870 --> 00:10:29.799 Living a life full of curiosity, interesting people, 174 00:10:30.185 --> 00:10:34.004 location, thoughts, issues filling up the life 175 00:10:34.410 --> 00:10:37.895 and all the other experiences of various cultural contents 176 00:10:38.321 --> 00:10:41.056 are the starting point of becoming a person full of ideas 177 00:10:42.719 --> 00:10:45.110 I sometimes receive this question from students 178 00:10:46.080 --> 00:10:48.741 Doing what things will be helpful to planners? 179 00:10:49.840 --> 00:10:51.816 This is the answer I always give them 180 00:10:52.400 --> 00:10:54.948 There's no experience that's not helpful to planners 181 00:10:55.799 --> 00:10:58.604 But excluding the familiar things as much as possible 182 00:10:58.960 --> 00:11:00.542 accepting new things 183 00:11:00.542 --> 00:11:03.438 and thinking flexibly, are what's important 184 00:11:05.359 --> 00:11:10.812 Other than games, watching movies, listening to music, exercising, drawing, volunteering 185 00:11:11.129 --> 00:11:12.702 all these are included 186 00:11:13.880 --> 00:11:17.118 Earlier, we looked into Csikszentmihalyi's Flow Theory 187 00:11:17.930 --> 00:11:20.236 He researched about how creative people work 188 00:11:20.672 --> 00:11:22.998 and how they develop creativity 189 00:11:23.780 --> 00:11:26.842 We'll learn about the idea creation process that he talks about 190 00:11:28.149 --> 00:11:29.787 First is the preparation process 191 00:11:30.500 --> 00:11:34.757 It's jumping into interesting topics and areas, and issues that cause problems 192 00:11:36.599 --> 00:11:38.201 Second is incubation 193 00:11:39.329 --> 00:11:43.672 It's the period when ideas squirm under the boundary of consciousness 194 00:11:44.880 --> 00:11:47.303 Until here, it remains under the surface 195 00:11:47.679 --> 00:11:49.246 Third is insight 196 00:11:49.860 --> 00:11:52.424 It's a time of saying Aha! 197 00:11:52.424 --> 00:11:55.355 where the puzzle or a piece of idea fits in 198 00:11:56.087 --> 00:11:58.280 Here, the thoughts are brought up to surface 199 00:11:59.260 --> 00:12:00.559 Next is evaluation 200 00:12:01.589 --> 00:12:04.506 Judging whether this insight is worth carrying out 201 00:12:05.129 --> 00:12:09.127 Evaluating whether this idea is truly original and fun 202 00:12:10.800 --> 00:12:12.206 Next is elaborating 203 00:12:12.710 --> 00:12:14.627 It's the longest and most difficult part 204 00:12:15.280 --> 00:12:17.620 It's a time of endless testing and modification 205 00:12:18.640 --> 00:12:21.272 Edison's inventions are said to be made with 99% of perspiration 206 00:12:21.569 --> 00:12:23.707 and 1% of inspiration 207 00:12:24.390 --> 00:12:27.912 This is the part that corresponds to the 99% of perspiration 208 00:12:28.971 --> 00:12:33.464 This process isn't a linear process that goes from one step to the next 209 00:12:33.791 --> 00:12:35.730 It has a repeating structure 210 00:12:36.720 --> 00:12:38.888 The incubation itself may take years 211 00:12:39.264 --> 00:12:41.669 or it may take just a few hours 212 00:12:42.461 --> 00:12:45.432 One insight and many other insights may gather 213 00:12:45.660 --> 00:12:47.597 to make a completely new idea 214 00:12:49.309 --> 00:12:52.845 I said that all activities help in game planning because 215 00:12:53.251 --> 00:12:56.188 it can decrease the step of preparation and incubation 216 00:12:56.910 --> 00:13:01.196 No one knows when the Aha! insight will occur 217 00:13:02.771 --> 00:13:06.302 Ideas will appear anytime, anywhere 218 00:13:06.549 --> 00:13:09.024 So if there's an insight that sparks into mind 219 00:13:09.370 --> 00:13:12.381 you must jot it down on your phone or notebook 220 00:13:13.540 --> 00:13:15.884 In order to make ideas for a new game 221 00:13:16.300 --> 00:13:18.722 analyzing the existing games help greatly 222 00:13:19.980 --> 00:13:22.129 How should we perform analysis on games? 223 00:13:23.079 --> 00:13:25.962 Earlier, we learned about the composing elements of games 224 00:13:27.209 --> 00:13:30.385 In reverse, taking apart the components from an already-completed game 225 00:13:30.790 --> 00:13:33.571 becomes a great asset for deducing ideas for a game 226 00:13:34.640 --> 00:13:37.455 Evaluate the goals of the games that you usually enjoy playing 227 00:13:37.901 --> 00:13:39.704 and pull out their core mechanisms 228 00:13:41.160 --> 00:13:42.974 Core mechanisms of a game 229 00:13:43.439 --> 00:13:47.153 are repetitive actions that players perform 230 00:13:47.371 --> 00:13:50.376 during the play in order to reach the goal 231 00:13:50.891 --> 00:13:52.768 I'll show you a few examples 232 00:13:53.639 --> 00:13:55.084 The Super Mario that you all know 233 00:13:55.569 --> 00:13:58.603 For Super Mario, running and jumping 234 00:13:58.830 --> 00:14:02.690 avoiding obstacles and getting to the goal are the core mechanisms 235 00:14:03.581 --> 00:14:05.294 In the case of StarCraft 236 00:14:05.730 --> 00:14:08.161 creating units and controlling them 237 00:14:08.161 --> 00:14:11.014 to destroy the enemy is the core mechanism 238 00:14:12.410 --> 00:14:13.967 Can you get a feel of it now? 239 00:14:14.710 --> 00:14:16.993 Games, on these core mechanisms 240 00:14:17.250 --> 00:14:19.553 have various additional elements added on 241 00:14:19.860 --> 00:14:22.346 that make it more abundant and entertaining 242 00:14:23.920 --> 00:14:25.966 I'll explain the additional mechanisms 243 00:14:26.620 --> 00:14:28.193 In the case of Super Mario 244 00:14:28.559 --> 00:14:33.104 it shoots projectiles, flies, and even becomes huge 245 00:14:34.480 --> 00:14:35.975 As for StarCraft 246 00:14:36.441 --> 00:14:39.965 it collects resources, abilities of units strengthen 247 00:14:40.371 --> 00:14:42.471 and advantages or disadvantages exist based on the land 248 00:14:44.570 --> 00:14:47.354 Just like this, taking the core mechanisms of the games you enjoy playing 249 00:14:47.730 --> 00:14:49.946 and organizing them along with additional mechanisms 250 00:14:50.480 --> 00:14:52.906 will be a big help for idea deduction 251 00:14:54.579 --> 00:14:56.803 Mix in the existing mechanisms well 252 00:14:57.080 --> 00:14:58.685 and apply the universe on here 253 00:14:59.111 --> 00:15:01.815 Then the user doesn't recognize this as mechanism A B 254 00:15:02.270 --> 00:15:04.759 but as a completely new concept, mechanism C 255 00:15:05.640 --> 00:15:08.723 Next is a way to create ideas in a formal way 256 00:15:09.159 --> 00:15:10.982 called brainstorming 257 00:15:12.239 --> 00:15:14.080 Brainstorming is the method of many people gathering together 258 00:15:14.080 --> 00:15:16.461 and freely sharing ideas 259 00:15:17.461 --> 00:15:19.892 Brainstorming is used not only in idea creation 260 00:15:20.180 --> 00:15:22.786 but also in the overall game development process 261 00:15:23.360 --> 00:15:25.754 In the game development process made by collaboration 262 00:15:26.131 --> 00:15:29.915 it's a good way to make all the teammates gain a sense of ownership 263 00:15:31.500 --> 00:15:33.480 There are a few important rules here 264 00:15:35.431 --> 00:15:37.623 First, optimistic atmosphere 265 00:15:38.960 --> 00:15:42.001 You shouldn't judge or ignore other people's ideas 266 00:15:43.080 --> 00:15:46.053 The core of brainstorming is thinking freely 267 00:15:46.290 --> 00:15:48.413 and using each other's thoughts 268 00:15:48.749 --> 00:15:52.005 So editing out or criticizing ideas cuts of the flow 269 00:15:53.559 --> 00:15:57.416 Also, the very first person who came up with the idea, is not important 270 00:15:57.960 --> 00:16:00.613 naturally using other person's ideas 271 00:16:01.019 --> 00:16:05.190 to expand upon it, this itself is a fun idea process 272 00:16:08.111 --> 00:16:10.065 Second is leader exchange 273 00:16:11.679 --> 00:16:14.022 Rather than one person leading continuously 274 00:16:14.339 --> 00:16:15.962 changing the leader 275 00:16:16.239 --> 00:16:19.784 and leading in different styles deduces various ideas 276 00:16:21.200 --> 00:16:23.542 Third is unfamiliar environment 277 00:16:24.740 --> 00:16:27.613 Leaving the office that we spend the most time in 278 00:16:27.999 --> 00:16:32.089 and proceeding at other places such as the meeting room or cafe is better 279 00:16:32.989 --> 00:16:36.274 Here, when it's proceeded with a whiteboard or a big paper on the wall 280 00:16:36.749 --> 00:16:38.093 the ideas can be seen at once 281 00:16:38.381 --> 00:16:40.792 And since people move around and think 282 00:16:41.079 --> 00:16:42.836 much more collaboration is stimulated 283 00:16:44.370 --> 00:16:46.502 Fourth, quality over quantity 284 00:16:47.700 --> 00:16:51.027 In the idea step, quality is more important than quantity 285 00:16:51.809 --> 00:16:54.457 You don't need to worry about the ideas being bad 286 00:16:55.061 --> 00:16:59.473 The next steps can naturally decrease the number of ideas 287 00:16:59.770 --> 00:17:00.912 and specify it 288 00:17:02.140 --> 00:17:04.677 Brainstorming requires a lot of energy 289 00:17:05.370 --> 00:17:08.578 After concentrating for a certain amount of time, everyone needs a rest 290 00:17:09.321 --> 00:17:10.944 Even if there was no conclusion today 291 00:17:11.181 --> 00:17:14.073 it's important to make short, multiple meetings 292 00:17:15.409 --> 00:17:17.693 Now let's look into the methods of brainstorming 293 00:17:17.980 --> 00:17:20.236 First is making a list 294 00:17:20.880 --> 00:17:24.920 First, list all the things can be thought about the particular topic 295 00:17:25.850 --> 00:17:28.235 For example, if the topic is the age of 10s 296 00:17:28.760 --> 00:17:32.965 Tests, teacher, school food, talent show 297 00:17:33.282 --> 00:17:37.983 field day, gym, admission, graduation, student council, joke 298 00:17:38.270 --> 00:17:43.133 bad students, slippers, P.E. clothes are the various things that can be listed 299 00:17:44.510 --> 00:17:47.554 And alter the topic and make another list 300 00:17:48.020 --> 00:17:50.602 Repeat this, and you'll be surprised 301 00:17:50.602 --> 00:17:53.373 at how many lists can be formed from a single topic 302 00:17:53.819 --> 00:17:55.838 In this process, associating freely 303 00:17:56.165 --> 00:17:58.273 and systematically organizing at the same time, is possible 304 00:17:59.640 --> 00:18:01.496 Second is idea card 305 00:18:03.150 --> 00:18:06.393 Write down various ideas in each empty card, one per person 306 00:18:06.393 --> 00:18:07.489 Put it in a box and mix 307 00:18:08.400 --> 00:18:09.979 Now pull out two cards 308 00:18:10.870 --> 00:18:14.145 If the words are goblin and wings 309 00:18:14.571 --> 00:18:17.943 there may be goblins with wings in this game 310 00:18:19.270 --> 00:18:21.203 The more silly the ideas are 311 00:18:21.510 --> 00:18:24.314 the more abundant the combination of them will be 312 00:18:25.760 --> 00:18:27.349 Third is mind map 313 00:18:28.151 --> 00:18:31.780 Mind map is a way to express ideas visually 314 00:18:32.859 --> 00:18:34.958 Write the core idea or topic in the middle 315 00:18:35.215 --> 00:18:37.890 and branch out the related ideas 316 00:18:38.791 --> 00:18:42.550 Using a mind map allows non-linear expansion of thinking 317 00:18:43.550 --> 00:18:46.985 Through this, the abstract thoughts of teammates can be conceptualized 318 00:18:47.480 --> 00:18:50.230 and the environment that allows debate will be formed 319 00:18:52.171 --> 00:18:53.820 Fourth is research 320 00:18:54.701 --> 00:18:58.943 The methods above all induce creativity through randomness 321 00:19:00.191 --> 00:19:02.013 However, brainstorming needs 322 00:19:02.013 --> 00:19:04.954 research on the interesting topic, on top of this 323 00:19:06.291 --> 00:19:08.299 If the topic is a cat 324 00:19:08.833 --> 00:19:11.268 you need to research on it as much as possible 325 00:19:11.990 --> 00:19:17.943 Research everything about cats, their types, habits, habitats, and predators 326 00:19:18.270 --> 00:19:21.846 Go further to answers from a cat expert and taking care of a cat yourself 327 00:19:22.103 --> 00:19:24.066 You have to immerse in the topic as much as possible 328 00:19:24.670 --> 00:19:28.414 Research means being buried into the topic 329 00:19:29.691 --> 00:19:31.580 Next is idea trimming 330 00:19:32.640 --> 00:19:35.053 Even if brainstorming ended successful 331 00:19:35.261 --> 00:19:39.208 it just mean many ideas, and the game hasn't been made yet 332 00:19:39.931 --> 00:19:43.075 Now the ideas have to be filtered out and trimmed 333 00:19:44.620 --> 00:19:47.453 In the creation process of Csikszentmihalyi 334 00:19:47.949 --> 00:19:49.901 this is the part that corresponds to evaluation 335 00:19:51.069 --> 00:19:54.624 Let's classify the ideas that have been formed 336 00:19:55.981 --> 00:19:58.611 First is the possibility of technical implementation 337 00:19:59.839 --> 00:20:02.758 All game development has limited resources 338 00:20:03.471 --> 00:20:07.805 Ideas have to be adjusted based on the set time and staff 339 00:20:09.171 --> 00:20:11.849 Not being about to implement it doesn't mean that it's a bad idea 340 00:20:12.819 --> 00:20:14.927 But judging the current development team's abilities 341 00:20:14.927 --> 00:20:17.204 objectively is very important 342 00:20:18.670 --> 00:20:20.451 Second is the market environment 343 00:20:21.471 --> 00:20:24.744 Games form a close relationship with the humans' daily lives 344 00:20:25.121 --> 00:20:26.812 so it's sensitive to the market trend 345 00:20:27.921 --> 00:20:31.086 In the past, single play games of PC environment were major 346 00:20:31.571 --> 00:20:33.283 but through the expansion of smartphones 347 00:20:33.630 --> 00:20:35.956 games are being developed 348 00:20:35.956 --> 00:20:38.264 to fit the environment where many people can enjoy 349 00:20:39.660 --> 00:20:42.394 Here, let's create a questionaire about games for ourselves 350 00:20:42.830 --> 00:20:44.796 This questionaire can be applied 351 00:20:45.083 --> 00:20:47.614 to all games generally, not just a particular game 352 00:20:48.020 --> 00:20:49.405 The more detailed, the better 353 00:20:50.860 --> 00:20:52.923 I'll tell you a few examples of questions 354 00:20:54.171 --> 00:20:56.153 How many players play the game? 355 00:20:58.500 --> 00:21:00.383 What's the goal of each player? 356 00:21:02.521 --> 00:21:05.278 What does the player need to do to reach the goal? 357 00:21:07.110 --> 00:21:10.301 Choose the most important action of the player within the game 358 00:21:12.241 --> 00:21:14.896 How long does it take to finish the game? 359 00:21:16.530 --> 00:21:19.901 Does it work by turns, or real-time? 360 00:21:20.980 --> 00:21:24.875 As you write down answers about your own game for these questions 361 00:21:25.341 --> 00:21:29.637 the ideas finally specify into game planning 362 00:21:31.301 --> 00:21:33.771 Next is writing a one-page proposal 363 00:21:34.841 --> 00:21:37.375 If the ideas about the game are specified 364 00:21:37.860 --> 00:21:40.343 explaining this to someone who doesn't know anything about the game 365 00:21:40.670 --> 00:21:43.283 by writing a one-page proposal is needed 366 00:21:44.590 --> 00:21:48.699 In here, the core mechanisms of the game, the universe, the genre 367 00:21:49.095 --> 00:21:52.034 market situation, and target player are included 368 00:21:52.480 --> 00:21:55.530 Ultimately, the game has to feel attractive 369 00:21:56.481 --> 00:21:58.126 But to feel attraction 370 00:21:58.126 --> 00:22:00.286 they need to at least know what kind of a game it is 371 00:22:00.831 --> 00:22:04.313 So catchphrase and marketing elements shouldn't be too much of a focus 372 00:22:05.699 --> 00:22:07.638 Once the one-page proposal is complete 373 00:22:07.895 --> 00:22:09.775 let's summarize the game in one paragraph 374 00:22:11.299 --> 00:22:13.185 The core mechanisms of the game 375 00:22:13.581 --> 00:22:15.340 and the slogan that will be used in its marketing 376 00:22:15.340 --> 00:22:17.585 should all be included here 377 00:22:19.020 --> 00:22:21.552 Once you've come here, the idea that you like 378 00:22:21.809 --> 00:22:24.200 will be summarized into a document 379 00:22:25.081 --> 00:22:27.377 Idea and design are different concepts 380 00:22:28.120 --> 00:22:31.947 Idea is a loose concept that can be explained through words or short sentences 381 00:22:32.640 --> 00:22:36.434 Design pulls up the ideas into something that can be performed 382 00:22:37.880 --> 00:22:40.953 Like this, specifying an idea 383 00:22:41.250 --> 00:22:44.709 is a very important ability for a game planner, so it needs repetitive practice 384 00:22:46.561 --> 00:22:49.244 During this short time, we learned about the composing elements of a game 385 00:22:49.521 --> 00:22:52.207 and ways to specify ideas 386 00:22:53.801 --> 00:22:56.902 A game is an interesting process in which a player challenges toward a goal 387 00:22:58.031 --> 00:23:00.067 And ideas can be made by anyone 388 00:23:00.711 --> 00:23:02.905 but designing it is the job of a planner 389 00:23:04.251 --> 00:23:06.442 Don't forget these two things all the time 390 00:23:06.610 --> 00:23:07.204 Thank you 391 00:23:08.556 --> 00:23:12.056 Composing elements of games and immersive elements Composing elements of games Player that accepts the rules Goals that the player will reach Resources provided by the developer Player immersive elements Sense of challenge Universe 392 00:23:12.056 --> 00:23:15.585 Complex systems and various interactions Immersive Theory When the level of challenge is maintained based on the ability and if the level increases as the ability increases, the state of flow can be experienced 393 00:23:15.585 --> 00:23:17.525 Deduction and specification of ideas Process of idea creation Preparation: step of diving into interesting topics or areas and problematic issues Incubation: step of ideas floating from under the borderline of consciousness 394 00:23:17.525 --> 00:23:19.574 Insight: step of realization where the piece of idea matches up Evaluation: step of judging the possibility of implementation and evaluating the originality and fun of the idea Elaboration: step of endless tests and adjustments 395 00:23:19.574 --> 00:23:21.587 Brainstorming Many people gather together and share ideas Main rule: positive atmosphere, change of leaders, unfamiliar environment, quality over quantity 396 00:23:21.587 --> 00:23:23.430 Method of brainstorming: making lists, mind map, research