Categories
Business & Travel Games & Travel

Why Travel more as a Game Designer?

  • Graphic artist, Musician, Programmer, Scenarist, Quality controller, you design games.
  • Board, Cards, Code, Graphics, Themes, you design games.

Why Travel?
If you are creating a World, you ought to know this One.

Here’s where you could start:

  • Work with limitations
  • Create your World with Mind Maps
  • Compose a travel Diary
  • Buying Memories
  • Landmarks, the Soul of a Nation
  • Restaurants & Cafes, for you & your players
  • Create a Continent
  • Parks – The Game’s Hub
  • Artistic Awareness – What’s Fun?

Learning to work with limitations

  • Limited Material & Tools
    • You don’t need a desk to be productive.
    • No internet is the best way to come up with new designs & Ideas.
    • A 200 pages moleskin journal is enough.
  • Limited Time
    • Having less time to create your next project will force better result.
    • Less time means less time to hesitate.
    • Think crucial features through & implement.
  • Focus on 1 project or have multiple one?
    • How long is your trip?
    • You’re visiting Italy for a week , can you get a Book out of it?
    • How many settings are you visiting? 1 piece = 1 setting?
    • Should you create a Pamphlet for this City, this Country?

Your essentials:

  • A small notebook + Post-it (to create categories)
  • Multiple 4-colors pens (for Mind mapping)
  • A Camera (for photo references)
  • Your phone (Interviews, post on social & check you mails)
  • Your laptop (Books & Graphic design)
  • A 512GB Flash drive (if you can’t trust Clouds)

Create your World with Mind Maps

  • Mind maps are by far the easiest way to collect & process data.
  • Wherever you are interviewing someone or taking notes about a specific setting, that will serve as the Game Hub, it is the way to go.
  • After practicing for 4 years you could put 500 pages books onto 4 sheets of paper without losing any substantial information.
    • This way you could already write the game’s manual.
  • The Process:
    • Take a piece of paper horizontally, separate it in 4 equal sections with 2 diagonals.
    • Trace 4 circles/ovals/squares/the shape your prefer with 4 different colors, (a 4-color Bic is the easy way to go).
    • Choose 4 topics you want to study.
    • Or the main 4 parts of your next project.
    • As you use it more & more you’ll realize you’ll need more than 4 topics.
    • In the early stages it’s more convenient to synthesize.
    • A Game has 4 main elements: Story, Graphics, Music & Programming.

Compose a Vibrant Game Manual

  • You notebook has 4 sections: Story, Graphics, Music & Programming.
  • Of course this is a basic overlay as every topic in intertwined with all the others.
  • And Gameplay is developed through each of them.
  • Keep a Programming section even if you’re not developing a video game.
    • There will always be some Algorithmic in every game.
    • Developing a quick Player-Behavior schema is always a good idea in order to determine how the game may end.
  • Use Post-it to separate your 4 sections (and eventual subsections).
  • While visiting take visual notes, sketch the important settings to anchor them into your world dynamics.
  • Sketch cartoon versions of the people around to define your characters physical archetypes.
  • Color is the way to go.
  • Make this booklet for you.
  • Exaggerate, dramatize, so that other people will want to read it.
  • Design clean logigrammes as easy to read procedures.
    • Most of the rules should come directly from the game design, but this journal is for you to have fun.

Buying Memories

  • Looking for Rare Items?
  • Looking for a symbol, an emblem for your game?
  • Or an accessory for your character?
  • Antique shops will give you the inspiration you need.
  • Look for foreign objects.
  • Look for useless objects with great design.
  • Buyback your Childhood memories.
  • What’s that small box that can contain nothing?
  • You can’t put nothing inside it, because it’s already full of circuits!
  • You could also go for Brocantes or Brokers.
  • Both have uniques items to sell, if you are willing to ask?
    • What’s the most expensive item you have?
    • What’s the most useless item you have?
    • What’s the most ludicrous item you have?
    • Will you sell it to me?
  • Get in with your own stuff & see if you can trade.
  • Looking for Rare consoles & board games?
  • Visit Game & electronic shops.
  • Ask around:
    • Can I have 30% off of this PS1?
    • Do you have a Japanese Dreamcast?
    • Do you have a Super Famicom?
    • Do you have 1st edition Alpha & Beta cards?
    • Anything for the Urza trilogy?
  • Look for rare pieces, 1st editions, limited editions on a discount.
  • Look for Games, especially board & card games, you couldn’t find anywhere else.
  • Visit Discount Stores.
    • Ask if they have some extra cards, board games, they would like to liquidate.
  • You won’t be able to find these things online.
  • Play again.
  • Watch the products carefully & remember.
    • Did you find this 1996 Yu-Gi-Oh! booster packs that were only sold in Japan?
    • Or the 2004 north american Magic Ruler/Metal Rider?
  • Meet fellow Gamers.
  • Ask for recommendations.

Landmarks, the Soul of a Nation

  • If you are building a world this is the place to start.
  • Make a list of x landmarks to visit, 1 per day.
  • Make a list of the questions you are going to ask/ask yourself.
  • What type of Landmark is this?
    • Tower?
    • Library/Museum?
    • Transportation system?
    • Gardens?
  • What does the Monument looks like, from the outside?
  • From the inside?
  • Observe people around you, are they happy to be there?
  • Are they tourists or locals?
  • Asking for the Landmark’s history is the best way to know the place.
  • Ask for a Guided tour to fill the blanks & you’re ready to go.
  • Create Context for the player.
  • Where does you game take place?
  • Do you have a clear idea on how you’ll build your settings?
    • What is the atmosphere?
    • What are the resources?
    • Who are the inhabitants?
    • How’s the wildlife?
  • Are you building a full scale adventure game or a 1-room survival?
  • Will you focus on Exploration, Sagas, Epics?
  • Or more intimate and smaller scales games?

Restaurants & Cafes, for you & your players

  • An Inn by the lake?
  • Is this a survival-horror?
  • A point n’ click mystery?
  • A mix of the former 2?
  • Does it have comedic elements?
  • Dramatic elements?
  • Surely, all of this would work very well.
  • If you can make the setting more alive, more human.
  • How do you make it?
  • Observation.
  • How’s in the interior design?
    • How’s the furniture?
    • The structure of the building?
    • Why does this Inn need a small library?
    • What are those noise coming from the kitchen nobody else seems to hear?
  • Who are the people? Both customers & employees.
    • What do they wear?
    • How do they act?
    • Why does this man keep put his hat on & off?
    • What did this woman hid in her purse?
  • You could completely reinvent Clue.
  • Try to mix it with Monopoly in create mechanics such as Clue transactions, or common clue pot.
  • Think about penalties such as a room that will serve for temporary custody and/or interrogation.
  • Imagine a how quick game could develop.
    • Mystery.
    • Clues.
    • Hypothesis.
    • Revelation.
  • Imagine 3 quick characters.
    • Solver (goal + skills/accessories).
    • Leader (goal + skills/accessories).
    • Conscience (goal + skills/accessories).
  • Imagine the tools you’ll have access to.
    • Cards, dices, boards, notepads, life-counters, coins/tokens.
  • Try this in multiple locations, not just inns.

Create a Continent or more

  • Your journey begins before you quit home.
  • Plan your schedule beforehand to optimize your travel time.
  • You can get access to valuable places and people to collect unique information.
  • And start.
  • Traveling by land is cheaper.
  • It’s also generally easier if you don’t need a visa or have to learn a new language every time you move.
    • Though it could be a missed opportunity.
  • Speak with the inhabitants.
  • Collect rules of local games you couldn’t find in books.
  • Ask for local versions of a popular games.
  • Ask why they didn’t like the rule they replace.
  • Ask why they never read the rulebook.
  • Would recreate the US?
  • What’s the most popular game in every state?
  • In every city?
  • Take a landmark/landscape you like and just add some Thematic contrast.
  • Make a game with the Architecture.
  • It doesn’t have to be a Sim game…
  • Same thing if you’re living in Europe.
  • The Latin culture in the west, the Germanic culture in the north & the Slavic one in the east.
  • Start your trip in Lisbon and then all the way to Minsk.
  • As you go around mix & match cultures, monuments, plants, wildlife and so on.
  • That’s the way to create new unique environments & characters.

Parks – The Game’s Hub

  • Parks are the ideal location to rest & focus at the same time.
  • Find inspiration in grassland?
  • Is there a cafe around?
  • Do you have a favorite dish?
  • An evergreen treat?
  • Then, treat yourself.
  • That’s part of the creation process.
  • You need to refuel this jauge called motivation.
  • By thinking about new projects?
  • By imagining your next composition on that little piece of napkin.
  • Or just by resting…

As usual, look around:

  • Observe the people to identify character traits.
  • Listen, for dialogues & game mechanics.
  • Watch at the Setting & Environment and describe it.
    • Write down good design choices around you

Look for the mixes of Green & Blue.

  • Today was a journey, tomorrow will be too.
  • What are the after effects of this journey?
  • What have you learned today?
  • What will you do tomorrow?

Have you ever wondered why we feel at ease in Parks?

Artistic Awareness – What’s Fun?

  • What makes you happy?
  • What makes you fulfilled?
  • Will you visit Italy before Germany?
  • Will you visit the whole Japan or just Tokyo & Kyoto?
  • What makes you travel more?
  • Or travel at all?
  • You may be aware that travel is good for developing your observation & design skills?
  • But what does it bring to you?
  • Do you need to travel abroad?
  • Or just to your hometown?
  • Do you want to create Characters?
  • Do you want to create People?
  • Do you want to create Settings?
  • Do you want to build Planets?
  • What were you doing before Game Design?
  • If you have a background in Mathematics or Programming that will surely help you realize how valuable the experience was?
  • Are you artist or a writer?
  • Do you still play with the page?
  • Or is it painful to put ink on paper?
  • Were you a musician?
  • Are you still a musician?
  • Do you believe Music is integral to Game Design and isn’t just an extra?
    • If you’ve ever played Silent Hill you probably do…
  • Where were you when you made your 1st game?
  • Where did you bought your 1st game?
  • Where did you play your 1st game?
  • Do you return to this place regularly?
    • Do you still buy the MTG/YGO cards from this local game store you pick your 1st booster from?
    • That’s travelling…
    • In time.

Categories
Games & Travel Gamification

Gamification for Travel

  • Travel is fun.
  • Travel is fun?
  • It should be.
  • Is it always the case?
  • Can you enjoy your week in Madrid or your 3 days in Berlin at the fullest?
  • Can you discover Italian, Swedish or Russian culture in such a short time?
  • No, but you can optimize that time to get the most out of your séjour.
  • How?
  • Gamification.
  • Gamification turns Travel into a Real-Life open world Game.
  • How do you create games for your team?

Here’s how:

  • Bigger Goals
  • Status & Progression
  • Teams & Collaboration
  • Learning through Interaction
  • Rewards & Incentives

Bigger Goals

  • It’s the easier part of the Journey.
  • The simplest, the earnest.
  • What do you want to do?
  • Because you can do anything.
  • Do you want to learn Spanish?
  • Do you want to run around the Taiga?
  • Do you want to find the best deals in Instanbul?
  • Choose your hurdles, better yourself & win.
  • Where : At the Beginning.
  • Games : What kind of soup would I be?
  • Customization :
    • Define your symbol, your icon, your motto.
    • It doesn’t have to be fancy, a blue square/green triangle/red circle/purple pentagone could do.
  • Balance :
    • Your Goal will set the difficulty & interest of each game and location you visit..
  • Replayability :
    • Autonomy is Engagement.

Status & Progression

Your Team
  • A global board would be useful to track everyone’s progress.
  • This could be unequally perceived by your team mates.
  • That’s the occasion to normalize the expectations & the reactions.
  • Additionally, each of your Teammates can make their own character sheet.
  • Let them track their Progression through a leveling system or a small graphic.
  • Team members increase their level/rank/skills through completing games.
  • Let them express their Individuality by designing their own character sheet.
    • Through the game ‘If I were a Pizza’ your teammates define their core goal/mission (the Crust), then choose themselves 4 behavior traits & accessories (Topping) for the duration of the game.
  • Where : Cafes & Hotels, or anywhere you can sit & write.
  • Games : The Final version of myself, Evolution (requires a small insect you’ll keep on yourself), Make your own Sheet, If I were a Pizza.
  • Customization :
    • Let everyone make a different character sheet.
    • Impose no unnecessary standards.
  • Balance :
    • Everyone should have some sort of advantage over the others in order to justify everyone’s role.
    • Start with an easy game and progressively let them get a taste of difficulty & Uneasiness.
  • Replayability :
    • Give them many progression system that they will want to try.
    • For exemple you could give them 1 based on sheer Effort, another on Patience & a last 1 based on Precision or Agility.

Character Sheet

Teams & Collaboration

  • Team members will be essential to solve problems, complete quests & achieve an objective.
  • This will train you to retain, recruit & assign people so that they can play at the top of their game.
  • Context & Culture of your team building is the core of the team building experience.
  • During a Travels there are 4 main categories of Settings : Shopping districts, Landmarks, Parks & Restaurants.
  • Each type of setting will correspond to a different types of Adventurers: The Shopper, The Explorer, The Rester & The Fooder.
  • Each team member possessing a keen interest for a specific category of activity will always be able to help the rest of the group if they aren’t too fond of that particular activity.
  • These 4 types apply for the Urban travels.
  • If you are going through a jungle, a forest, a island, a mountain or even by seas you’ll need other types of adventurer (The survivalist, the trapper, the fisher, the hiker or the sailor).
  • Tailor your group to your needs & to your ambitions.
  • Where to team-build : Everywhere, especially is parks & wild open spaces.
  • Games : A Bet, At the end of the day no one wins, Remember my secret, Find me a Nickname, Find yourself a new name, The Army of Us.
  • Customization :
    • If you’ve got some graphic skills draw a small portrait for each team mate.
    • Finding a name/nickname for the travel will make the journey more memorable.
  • Balance :
    • When determining each players roles balance Skills & Interests.
    • Each player should choose at least 1 activity.
  • Replayability :
    • If you are a group of 4-6 you can make more than 1 team.

Learning through Interaction

  • You can assist your team by offering them Hints, Enigmas & Quizzes through the games.
  • Your Team will go through 3 types of Interactions (or activity types) in order to grow.
  • The Competition is the common game setting.
  • There will be winners & losers.
  • This is the traditional setting in term of offensive behaviors such as beat, brag, taunt, challenge, & fight.
  • The Cooperation is less common, but maybe more desirable as a 1st shot if you wish to develop group cohesion.
  • There may be losers, if some players do not follow the rules.
  • The whole team may win.
  • Cooperation generally requires to unit the whole team against a common threat.
  • Another scenario may be a collect-type quest or a scavenger hunt.
  • This is the traditional setting in term of collaborative behaviors such as gather, recover, share, assist, gift, encourage, & trade.
  • The Exploration is the last type of interaction.
  • The most adapted for an adventure type game, a long quest or campaign.
  • It could also be adapted to a mystery/investigation setting.
  • It’s nice to play this type of game in an outdoor setting as well, such as a hiking trek, a forest trek, or even an underwater environment.
  • This is the traditional setting in term of Seeking behaviors such as Unveil, Questions, Discover, Read, Search, Collect, Complete, Decrypt & curate.
  • The Expression is a subset of Exploration games.
  • It can be construed as a 4th type of interaction.
  • It is a type of mental Exploration and can be exercised through a canvas of some sort.
  • The most common type of expression is the physical art expression.
  • This is the traditional setting in term of Seeking behaviors such as Decide, Customize, Design, & Transform.
  • At this stage your players may want to develop their own games.
  • Encourage them to do so.
  • They will fail to create balanced or replayable games.
  • That’s fine.
  • Give them the chance to do something different.
  • Not better or worse, just different.
  • Where to use it : Landmarks & Museums, can apply to any other place with a little history (10 years or so.)
  • Games : Ask the owner, order the Specialties, Trap the tour guide, The Irregular’s Itinerary, Draw the place you are In, Travel Journal.
  • Customization :
    • If a game is too difficult for now don’t hesitate to delay.
  • Balance :
    • Let them struggle, and let them know why.
  • Replayability :
    • Don’t drown them with data.
    • Keep some mystery.
    • Let them ask for more.

Rewards & Incentives

  • Fuels the user’s motivation and keeps engagement high.
  • Experience Points, Medals/Badges are common rewards.
  • Other rewards could be a simple treat.
  • A dinner to wherever they want.
  • Maybe they’ll just want a day of rest because they’ll be fed up with your games.
  • You can give your team a sense of protection through your ownership, which in return will entice them to show you more of themselves.
  • You can help them achieve Personal victory conditions though experiences tailored for them.
  • You can develop a progressive system of rewards adapted to the difficulties encountered.
  • The Paroxysm of this system is when the task itself become the reward.
  • A Game or an Activity could make you happier than resting.
  • In order to achieve this state the Game must make you feel fulfilled.
  • Assign only meaningful & rewarding tasks during your Games.
  • Where : Anywhere they are pleased to play.
  • Games : Blissful Productivity.
  • Customization :
    • Adapt the reward/incentive to your team’s needs & wants.
  • Balance :
    • Don’t make the game punishing.
  • Replayability :
    • Make the gaming experience rewarding on its own right.