The best game design programs, ranked by the Princeton Review

Homework

Battle Chef Brigade

Combining completely different mechanics to make something unique

Combining completely different mechanics to make something unique

Rather than make a needlessly complicated and “innovative” puzzler, Trinket Studios wanted to combine separate gameplay mechanics (monster hunting, match 3 puzzles, RPG systems) into something fresh enough to feel like Iron Chef in a fantasy universe. Balancing so many ideas resulted in lots of revision, often wiping away years of work at a time.

Example: Battle Chef Brigade’s scope was revised many times, and for three whole years od development included a pantry room for grabbing ingredients, plus extra stirring mechanics. To keep things orderly, Trinket had to refocus on the game as a whole versus constantly overworking individual sections. This meant cutting the fat and and spreading out stronger mechanics over more of the game.

Reading Material: https://bit.ly/2tbuxzO

Homework:

Play Battle Chef Brigade and note how it blends mechanics that typically aren’t in the same game, and how it toes the line of “feature creep.” How would you mix seemingly incompatible mechanics to evoke something exciting while still focusing on the whole experience?

Into the Breach

Evoking giant tactical combat by being reserved with music

Evoking giant tactical combat by being reserved with music

Sure, a tactics games starring mecha and kaiju being PC Gamer’s 2018 Game of the Year. Who could have seen that coming? Beyond the minute to learn, lifetime to master gameplay, Into the Breach’s composer Ben Prunty wanted to evoke those Pacific Rim vibes while avoiding cliches or having the music be all awkward by coming in at the wrong moment.

Example: Early on in development, Into the Breach had music playing almost constantly. The intense guitar strings of Prunty’s soundtrack originally played over the section where players place their mechs on the battlefield, which felt wrong. Prunty changed it so the game would stay silent until your last mech dropped, the tension released, and the music signaled the drama of a new fight.

Reading Material: https://bit.ly/2RNxccN

Homework: 

When composing your game (or working with a composer), consider following Prunty’s example. How can you do more with less, and in the process give your game a much more resounding thematic vibe.