Seth Sivak describes his work as the lead designer of Indiana Jones Adventure World, a casual adventure game by Zynga. The game allows players to complete quests and explore maps to recover artifacts. Core gameplay involves managing energy for quests, combat, puzzles and exploration. Sivak details his process for designing maps and tutorials to ensure the game is accessible to all players by continually testing and iterating based on player feedback. Over 30 lessons were learned from extensive playtesting the first map. The goal was to focus players on single objectives at a time through clear tutorials and rewarding exploration.
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Gdc2012 core game play short
1. Designing Core Gameplay for Everyone
Seth Sivak
Lead Designer ¨C INDIANA JONES Adventure World
Zynga Boston
5. zynga zynga
dublin uk
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seattle germany beijing
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SF lux
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7. Play = #2 activity on the
45% of time spent on 47% of time spent using
Internet; more popular than
social networks smartphone apps
email
30. The First Deliverable
¡ñ 3 Maps that are not the tutorial
¡ñ Explore ¡°On map gameplay¡±
¡ñ Find the fun
¡ñ Bush Mazes
¡ñ Metal Detector Minesweeper
¡ñ Memory Puzzle
31. The First Deliverable
¡ñ 3 Maps that are not the tutorial
¡ñ Explore ¡°On map gameplay¡±
¡ñ FIND THE FUN
¡ñ Bush Mazes
¡ñ Metal Detector Minesweeper
¡ñ Memory Puzzle
39. Memory Puzzles
Hit the switch to see the pattern
3
4
1
2
Light them in order
to get the Treasure
40. First Time User Experience - Part 1
¡ñ Teach players about the game
¡ñ Coins, XP, Camera
¡ñ Core Loop
¡ñ Energy Management
¡ñ Map Gameplay
¡ñ Story
46. The Cave
Stand on the Switches
Collect the Idol
47. First Time User Experience - Part 2
¡ñ Teach players about the game
¡ñ Coins, XP, Camera
¡ñ Simpler Core Loop (TOOLS!)
¡ñ Clearer Energy Management (fun?)
¡ñ Simpler Map Gameplay
¡ñ Less Story
48. Evolution of a Map
¡ñ First map of the game
¡ñ 30 Major Lessons
¡ñ 1 Major Reboot
¡ñ 612 Changes
131. 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
135. Postmortem Takeaways
¡ñ What Went Right?
¡ñ We let ourselves wander
¡ñ We questioned our Sacred Cows
¡ñ We prototyped everything
¡ñ We focused on iteration
136. Postmortem Takeaways
¡ñ What We Learned
¡ñ Don¡¯t innovate everywhere
¡ñ Polish an aspect of the design to ¡°done¡± early
¡ñ Don¡¯t lose your vision in the feedback
137. 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.¡±
138. 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!¡±
139. 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. ?¡±
140. 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.
Editor's Notes
#8: 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