1 computer games provides a completely new form of entertainment game can create new worlds for...
TRANSCRIPT
11
Computer GamesComputer Games
Provides a completely new form of Provides a completely new form of entertainmententertainment
Game can create new worlds for users to Game can create new worlds for users to play inplay in
Players may be allowed to take on a new Players may be allowed to take on a new personapersona
22
Game TechnologiesGame Technologies
Representing and animating physical objectsRepresenting and animating physical objectsProviding world dynamicsProviding world dynamics PhysicsPhysics Artificial intelligenceArtificial intelligence
Supporting user interactionSupporting user interaction GraphicsGraphics SoundSound Input devicesInput devices NetworkingNetworking
33
Game ExpectationsGame Expectations
Create experience for playersCreate experience for players
Player will usually be in some environmentPlayer will usually be in some environment
Environment has rules for interactionEnvironment has rules for interaction
Rules exists and there is a defined criteria Rules exists and there is a defined criteria for successfor success
Computer will manage player interactionComputer will manage player interaction
44
Approaching DesignApproaching Design
Computer games are an art formComputer games are an art form
Game design practices can be taughtGame design practices can be taught
Design is a technical discipline like music, film, Design is a technical discipline like music, film, poetrypoetry
Design is the art of making dynamic modelsDesign is the art of making dynamic models
55
Models Represent ThingsModels Represent Things
Mental/CognitiveMental/Cognitive ConceptsConcepts BeliefsBeliefs MapsMaps
LocationsLocations
RelationshipsRelationships
MathematicalMathematical EquationsEquations FormulasFormulas AlgorithmsAlgorithms
66
Approaching DesignApproaching Design
Abstract modelAbstract model Conceptual and idealizedConceptual and idealized A tool for investigating specific questionsA tool for investigating specific questions Simplifies thinking to help understand problemsSimplifies thinking to help understand problems May include assumptions thought to be falseMay include assumptions thought to be false
Abstract gameAbstract game One ruleOne rule
The piece is moved to the open squareThe piece is moved to the open square
77
A Player-Game ModelA Player-Game Model
A model of the player – game relationshipA model of the player – game relationship
M e c hanic s Inte r fac e Sys te m
P LAYER G AM E
88
A Player-Game ModelA Player-Game Model
MechanicsMechanics Things the player doesThings the player does
InterfaceInterface Communication between player and gameCommunication between player and game
SystemSystem Underlying structure and behaviorUnderlying structure and behavior
99
Game MechanicsGame Mechanics
GameplayGameplay Feelings of playing a particular gameFeelings of playing a particular game Activities engaged in a particular gameActivities engaged in a particular game
Game MechanicsGame Mechanics Specific to game activitiesSpecific to game activities ““What the player does”What the player does”
1010
Overview Game DesignOverview Game Design
Come up with a good ideaCome up with a good idea
Create storyboard (rough sketches, game Create storyboard (rough sketches, game world, char, and action)world, char, and action)
List details of game + take everything in List details of game + take everything in game universe into accountgame universe into account
Write a design documentWrite a design document
1111
General AdviceGeneral Advice
Make games you would enjoy playing Make games you would enjoy playing yourself, but remember to focus on the yourself, but remember to focus on the player’s experience and not your ownplayer’s experience and not your ownCommunicate with your target audienceCommunicate with your target audienceAsk for consumer feedback (this means Ask for consumer feedback (this means track it and use it)track it and use it)Play and evaluate games written by othersPlay and evaluate games written by others
1212
General AdviceGeneral Advice
Read game reviews and opinions Read game reviews and opinions (magazines and web sites)(magazines and web sites)
Attend conferences to exchange ideas and Attend conferences to exchange ideas and make new contactsmake new contacts
1313
CreativityCreativity
Classic approach - Graham WallaceClassic approach - Graham Wallace PreparationPreparation
Background research and comprehensionBackground research and comprehension IncubationIncubation
Mulling things overMulling things over InsightInsight
Sudden illumination – Eureka!Sudden illumination – Eureka! EvaluationEvaluation
Validating revealed insightsValidating revealed insights ElaborationElaboration
Transforming the idea into substanceTransforming the idea into substance
1414
CreativityCreativity
Six Thinking HatsSix Thinking Hats White Hat – neutral and objectiveWhite Hat – neutral and objective Red Hat – intuition, gut reactionRed Hat – intuition, gut reaction Black Hat – gloomy, naysayerBlack Hat – gloomy, naysayer Yellow Hat – Pollyannaish, optimisticYellow Hat – Pollyannaish, optimistic Green Hat – growth and creativityGreen Hat – growth and creativity Blue Hat – process and controlBlue Hat – process and control
Symbolize perspective worn by people involved in the Symbolize perspective worn by people involved in the creative endeavorcreative endeavorEdward de BonoEdward de Bono
1515
InspirationInspiration
Board gamesBoard games Spatial relationshipsSpatial relationships
Card gamesCard games Resource managementResource management
Paper RPGsPaper RPGs Dynamic narrativesDynamic narratives
BooksBooks Fantasy and agencyFantasy and agency
SportsSports Team competitionTeam competition
FilmFilm Continuity techniquesContinuity techniques
TelevisionTelevision Serialized storiesSerialized stories
MusicMusic Temporal systemsTemporal systems
Martial artsMartial arts Discipline in actionDiscipline in action
ChildrenChildren InventionInvention
1616
Getting a Creative IdeaGetting a Creative Idea
Go to an extreme along one dimension of Go to an extreme along one dimension of a gamea game
Mix ideas from several gamesMix ideas from several games
Use ideas from books, movies, comics, Use ideas from books, movies, comics, etc.etc.
Take a good game idea and make it better Take a good game idea and make it better (e.g. improve graphics, AI, etc.)(e.g. improve graphics, AI, etc.)
1717
BrainstormingBrainstorming
Make sure everyone attends meeting and Make sure everyone attends meeting and is involvedis involved
Ensure free interchange of ideasEnsure free interchange of ideas
Make goals clearMake goals clear
Stay focused – don’t allow distractionsStay focused – don’t allow distractions
Make sure everyone is heardMake sure everyone is heard
Take notesTake notes
1818
Brainstorming a GameBrainstorming a Game
You can start with You can start with game playgame play This often dictates player interaction and style of This often dictates player interaction and style of
playplay Determines hardware neededDetermines hardware needed Total resources needed for gameTotal resources needed for game
You can start with You can start with storystory In some genre (RPG) story is centralIn some genre (RPG) story is central May determine how players and NPC’s interactMay determine how players and NPC’s interact Technology should match story lineTechnology should match story line
1919
Brainstorming a GameBrainstorming a Game
You can start with You can start with technologytechnology Game engine characteristics (rendering, AI, Game engine characteristics (rendering, AI,
language parsers, etc.)language parsers, etc.) Often dictates type of game that can be Often dictates type of game that can be
developeddeveloped May dictate type of storyMay dictate type of story May define user interaction possibilitiesMay define user interaction possibilities It is generally better to find a topic first and It is generally better to find a topic first and
then select a genre rather than the reversethen select a genre rather than the reverse
2020
What makes gameplay good?What makes gameplay good?
Interactivity (little passive observation by Interactivity (little passive observation by players)players)Pursuing and achieving goalsPursuing and achieving goalsRequire interesting choices to achieve Require interesting choices to achieve goalsgoalsProvide feedback to players about Provide feedback to players about progress toward goalsprogress toward goalsConsistency and fairnessConsistency and fairness
2121
Achieving GoalsAchieving Goals
Always something for players to achieveAlways something for players to achieve
Make sure goals are not too easy or too Make sure goals are not too easy or too hardhard
Three levels of goalsThree levels of goals Long term (e.g. complete game)Long term (e.g. complete game) Medium term (10-30 minutes)Medium term (10-30 minutes) Short term (0-60 seconds)Short term (0-60 seconds)
2222
Common Game GoalsCommon Game Goals
Eliminate other playersEliminate other playersScore points (e.g.sports games)Score points (e.g.sports games)Get some place first (e.g. racing games)Get some place first (e.g. racing games)Solve puzzlesSolve puzzlesGain territory (e.g. strategy games)Gain territory (e.g. strategy games)Improve abilities (e.g. role playing)Improve abilities (e.g. role playing)Develop social relationships (e.g. mulitplayer Develop social relationships (e.g. mulitplayer games)games)Play god (e.g. simulations)Play god (e.g. simulations)
2323
Goals and ObjectivesGoals and Objectives
ObjectivesObjectives Designed tasks players must performDesigned tasks players must perform
Rigid requirements – formalRigid requirements – formal
GoalsGoals An intentional outcomeAn intentional outcome
Notions that direct player actionNotions that direct player action
Scales all levels of motivationScales all levels of motivation From selecting particular strategies…From selecting particular strategies… ……to basic motor actions (e.g. pressing a button)to basic motor actions (e.g. pressing a button)
2424
Choice and OutcomeChoice and Outcome
ChoiceChoice A question asked of the playerA question asked of the player
OutcomeOutcome The end result of a given choiceThe end result of a given choice
Possibility spacePossibility space Represents the set of possible eventsRepresents the set of possible events A “landscape” of choice and outcomeA “landscape” of choice and outcome
2525
Choice and OutcomeChoice and Outcome
ConsequenceConsequence or or WeightWeight The significance of an outcomeThe significance of an outcome
Greater consequences alter the course of the Greater consequences alter the course of the game more significantlygame more significantly
Choices are balanced first by consequenceChoices are balanced first by consequence
2626
Choice and OutcomeChoice and Outcome
Well-designed choiceWell-designed choice Often desirable and undesirable effectsOften desirable and undesirable effects Should relate to player goalsShould relate to player goals Balanced against neighboring choicesBalanced against neighboring choices
Too much weight to every choice is melodramaToo much weight to every choice is melodrama Orthogonal choices – distinct from othersOrthogonal choices – distinct from others
Not just “shades of grey”Not just “shades of grey”
2727
Qualities of ChoiceQualities of Choice
Terms in which to discuss choicesTerms in which to discuss choices HollowHollow – lacking consequence – lacking consequence ObviousObvious – leaves no choice to be made – leaves no choice to be made UninformedUninformed – arbitrary decision – arbitrary decision DramaticDramatic – strongly connects to feelings – strongly connects to feelings WeightedWeighted – good and bad in every choice – good and bad in every choice ImmediateImmediate – effects are immediate – effects are immediate Long-termLong-term – effects over extended period – effects over extended period OrthogonalOrthogonal – choices distinct from each other – choices distinct from each other
2828
Gameplay Gameplay Consistency and FairnessConsistency and Fairness
Consistency of actions and outcomes Consistency of actions and outcomes A reason for each failure or successA reason for each failure or success Good players can anticipate and make plansGood players can anticipate and make plans Don’t solve problems by unlikely actionsDon’t solve problems by unlikely actions
FairnessFairness Players believe they have a fair chancePlayers believe they have a fair chance Don’t allow game to be won by a single simple Don’t allow game to be won by a single simple
strategystrategy Plot twists are allowed, but must be explainablePlot twists are allowed, but must be explainable
2929
Game DesignGame Design
Start with simple conceptStart with simple concept
Design around computer limitationsDesign around computer limitations
Minimize player confusionMinimize player confusion
Importance of play testingImportance of play testing
Incorporate a smooth learning curveIncorporate a smooth learning curve
Accommodate all skill levelsAccommodate all skill levels
3030
Establishing FocusEstablishing Focus
What is it about the game that makes it What is it about the game that makes it compelling?compelling?
What is the game trying to accomplish?What is the game trying to accomplish?
What sort of emotions is the game trying What sort of emotions is the game trying to evoke in the player?to evoke in the player?
What should the player take away from the What should the player take away from the game?game?
3131
Establishing FocusEstablishing Focus
How should the game be unique?How should the game be unique?How is it different from other games?How is it different from other games?What sort of control should the player What sort of control should the player have over the world?have over the world?
Note:Note:Answers to these question should be one page long.Answers to these question should be one page long.You want every team member to carry these answers You want every team member to carry these answers
around in their head during development.around in their head during development.
3232
Design ChoicesDesign Choices
Arcade vs. strategyArcade vs. strategy
Graphics vs. game playGraphics vs. game play
Single player vs. networkSingle player vs. network
Core game market vs. wider audienceCore game market vs. wider audience
New technology vs. wider baseNew technology vs. wider base
Custom built vs. off the shelf toolsCustom built vs. off the shelf tools
Standard distribution vs. sharewareStandard distribution vs. shareware
Legal issuesLegal issues
3333
Game Design SinsGame Design Sins
Poor production stylePoor production style Bad writingBad writing Breaks in suspension of realityBreaks in suspension of reality
Linear plot or gameplayLinear plot or gameplayMicromanagement of user actions or playMicromanagement of user actions or playRepetition of user actions or graphicsRepetition of user actions or graphicsIgnore user’s learning curveIgnore user’s learning curvePoor game balancePoor game balance Same strategies always worksSame strategies always works Trial and error is not funTrial and error is not fun
3434
Game Design SinsGame Design Sins
Not enough varietyNot enough variety Graphics, objects, monsters, levels, etc.Graphics, objects, monsters, levels, etc.
Awkward user interfaceAwkward user interfaceLimited feedbackLimited feedback Player confused about goals or progressPlayer confused about goals or progress
Story inconsistenciesStory inconsistencies continuity problems)continuity problems)
Player dies and does not know itPlayer dies and does not know it
3535
Nokia Top 10Nokia Top 10Usability RecommendationsUsability Recommendations
1.1. Provide a clear menu structureProvide a clear menu structure
2.2. Simplicity is keySimplicity is key
3.3. Provide help when neededProvide help when needed
4.4. Be relentlessly consistentBe relentlessly consistent
5.5. Don’t waste the user’s timeDon’t waste the user’s time• Allow user to skip introductionAllow user to skip introduction• Do not require re-entry of dataDo not require re-entry of data
6.6. Use natural controlsUse natural controls
3636
Nokia Top 10Nokia Top 10Usability RecommendationsUsability Recommendations
7.7. Enable save and pauseEnable save and pause8.8. Conform to real-world expectationsConform to real-world expectations
• Realistic physics modelRealistic physics model
9.9. Go easy on soundGo easy on sound• Use for feedbackUse for feedback• Allow it to be turned offAllow it to be turned off• Make game playable with sound offMake game playable with sound off
10.10. Implement a high score listImplement a high score list
07/01/200407/01/2004 IntroductionIntroduction 3838
It’s all about playersIt’s all about players
Games need people to play themGames need people to play them We shall term a “successful” game We shall term a “successful” game
as one that has found a passionate as one that has found a passionate audience with significant market audience with significant market penetration.penetration.
What about critical acclaim?What about critical acclaim?• The Longest Journey (great game, but The Longest Journey (great game, but
no one played it).no one played it).• No real game critics at the moment, No real game critics at the moment,
The Escapist is the closest to a critique.The Escapist is the closest to a critique.
07/01/200407/01/2004 IntroductionIntroduction 3939
Meaning for the playerMeaning for the player
Meaningful play in a game emerges from the Meaningful play in a game emerges from the relationship between player action and system relationship between player action and system outcome; it is the process by which a player takes outcome; it is the process by which a player takes action within the designed system of a game and the action within the designed system of a game and the system responds to the action. The meaning of an system responds to the action. The meaning of an action resides in the relationship between action and action resides in the relationship between action and outcome.outcome.
SalenSalen
Players relate to games based on the Players relate to games based on the feedback from their actions.feedback from their actions.
A game must! engage the player so A game must! engage the player so that their actions in the world have an that their actions in the world have an effect and that effect has meaning for effect and that effect has meaning for the player.the player.
07/01/200407/01/2004 IntroductionIntroduction 4040
Player VerbsPlayer Verbs
What does the player doWhat does the player do• Key to game play is player action.Key to game play is player action.• Clicking a button to go to next screen is Clicking a button to go to next screen is
not a game.not a game. Verbs are doing wordsVerbs are doing words
• Describe a game in terms of the players Describe a game in terms of the players action.action.
• This is the core of the game mechanicThis is the core of the game mechanic• All the flashy stuff just sits on top of the All the flashy stuff just sits on top of the
player actions.player actions.
07/01/200407/01/2004 IntroductionIntroduction 4141
Market Driven DesignMarket Driven Design
It’s fine to make games for your own It’s fine to make games for your own amusement and artistic expression, amusement and artistic expression,
but but if we want to be in the business of making if we want to be in the business of making games then it's not about what you like it games then it's not about what you like it is about what you can SELL.is about what you can SELL.
07/01/200407/01/2004 IntroductionIntroduction 4242
Selling the gameSelling the game
You game needs to be sold many You game needs to be sold many ways to many peopleways to many people• PublisherPublisher
Elevator pitchElevator pitch
• TeamTeam• CustomerCustomer
Person scanning the shelfPerson scanning the shelf Person looking at the boxPerson looking at the box Parent or girlfriendParent or girlfriend
07/01/200407/01/2004 IntroductionIntroduction 4343
You’re Always On My MindYou’re Always On My Mind
A market needs to be considered A market needs to be considered right from the start of a game right from the start of a game project. project.
Who is going to play your game?Who is going to play your game? Two approaches:Two approaches:
• Designing Designing toto a market a market• Designing Designing fromfrom a market a market
07/01/200407/01/2004 IntroductionIntroduction 4444
EthnographyEthnography
Cultural analysis,Cultural analysis,• Who are your playersWho are your players• Why are they playing your gameWhy are they playing your game• Do they like the prototypeDo they like the prototype• What hooks are there in their What hooks are there in their
environmentenvironment Embedded vs laboratoryEmbedded vs laboratory Asking the right questions is vitalAsking the right questions is vital
07/01/200407/01/2004 IntroductionIntroduction 4545
TO a marketTO a market
An idea comes into your head, you An idea comes into your head, you think it would be fantastic. think it would be fantastic.
You think it is “cool” now who else You think it is “cool” now who else thinks the same way.thinks the same way.
People are odd and often don't know People are odd and often don't know what they like until after they see it.what they like until after they see it.• Focus groups panned the Sims!Focus groups panned the Sims!• Why would anyone careWhy would anyone care
07/01/200407/01/2004 IntroductionIntroduction 4646
FROM a marketFROM a market
You identify a untapped market for a You identify a untapped market for a potential gamepotential game
Now ask yourself:Now ask yourself:• Who will play it?Who will play it?• How much will they commit to it?How much will they commit to it?• How many people are in this category?How many people are in this category?• What are related mediaWhat are related media• What’s the basic interaction, and why is What’s the basic interaction, and why is
this a “fun” action for them this a “fun” action for them
07/01/200407/01/2004 IntroductionIntroduction 4747
CreativityCreativity
There’s only so much we can There’s only so much we can calculate, predict, and/or engineer.calculate, predict, and/or engineer.
There is a huge creative element to There is a huge creative element to game design in just “guessing it will game design in just “guessing it will work”work”
Creativity can be termed as the Creativity can be termed as the successful intuitive design of successful intuitive design of elements into a meaningful systemelements into a meaningful system
Sometimes you just have to take a Sometimes you just have to take a gamble and try it outgamble and try it out• Iterative designIterative design
07/01/200407/01/2004 IntroductionIntroduction 4848
The Elevator PitchThe Elevator Pitch
Peter Molyneux – in an elevatorPeter Molyneux – in an elevator Your going to need to be confident in Your going to need to be confident in
communicating your concept to communicating your concept to othersothers
This is true not only for selling to a This is true not only for selling to a publisher, but also to the playerpublisher, but also to the player
It’s a critical part of the design It’s a critical part of the design process as it demonstrates or refines process as it demonstrates or refines the elegance of your game’s the elegance of your game’s representationrepresentation• Pong? Pong?
07/01/200407/01/2004 IntroductionIntroduction 4949
The Elevator PitchThe Elevator Pitch
First 30 secondsFirst 30 seconds• Interesting “hook”Interesting “hook”
Doesn’t even matter if it’s superficial, it Doesn’t even matter if it’s superficial, it needs to rouse immediate attentionneeds to rouse immediate attention
• Relate it back to known successesRelate it back to known successes
• Example:Example: A Star Wars style space opera meets the A Star Wars style space opera meets the
open ended gameplay of Grand Theft Auto, open ended gameplay of Grand Theft Auto, except it’s all based underwaterexcept it’s all based underwater
07/01/200407/01/2004 IntroductionIntroduction 5050
Who Are We Selling To?Who Are We Selling To?
Are we really making games for Are we really making games for people? or for publishers?people? or for publishers?
The pitch should work for bothThe pitch should work for both It’s up to you to convince the It’s up to you to convince the
publisher what your target market publisher what your target market will think of the gamewill think of the game
Publisher’s generally know the Publisher’s generally know the market better than developersmarket better than developers
Existing market are easier to sellExisting market are easier to sell