csce 590e spring 2007 game design by jijun tang. announcements we will not have lab on wednesday...
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Announcements
We will NOT have lab on Wednesday Some groups have not sent me the
names First small game is due before spring
break Our first presentation of game design
is scheduled before spring break
Definitions
Some time lack standard (concrete) definitions
Game: Object of rule-bound play Play: Interactions to elicit emotions Aesthetics: Emotional responses during play Frame: The border of a game’s context
Inside the frame is in the game Outside the frame is real life
The Language of Games
Why do we play? Not a designer’s problem
What is the nature of games? Not a designer’s problem
How is a game formed of parts? A designer’s problem
Approaching Design
Computer games are an art form Digit arts
Game design practices can be taught You do not need to be genius to design games
Technical discipline like music, film, poetry
Approaching Design
Mental/Cognitive Concepts Beliefs Maps
Examples: Locations Relationships
Mathematical Equations Formulas Algorithms
A model represents something
Approaching Design
Abstract model Conceptual and idealized A tool for investigating specific questions Simplifies thinking to help understand problems May include assumptions thought to be false
Abstract game One rule
The piece is moved to the open square
A Player-Game Model
A model of the player – game relationship
M e c hanic s Inte r fac e Sys te m
P LAYER G AM E
A Player-Game Model
Mechanics Things the player does
Interface Communication between player and
game System
Underlying structure and behavior
Control and State Variables
Control variables Inputs from players
State variables Quantities indicating game state
Play Mechanics
Gameplay Feelings of playing a particular game Activities engaged in a particular game
(Play/game) Mechanics Specific to game activities “What the player does”
Seven Stages of Action
Execution Intention to act Sequence of action Execution of action
sequence
Evaluation Evaluating
interpretations Interpreting perceptions Perceiving states
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte nt io nto ac t
G o als
T H E GA M E
Seven Stages of Action
A goal is formed Models the desired state The desired result of an action Examples:
Have a glass of water in hand Capture a queen Taste ice cream
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Goals turned into intentions to act Specific statements of what is to be done
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Intentions put into an action sequence The order internal commands will be performed
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
The action sequence is executed The player manipulates control variables
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
The state of the game is perceived State variables are revealed via the interface
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Player interprets their perceptions Interpretations based upon a model of the system
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Player evaluates the interpretations Current states are compared with intentions and goals
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Designer and Player Models
Systems are built from designer mental models Design models may only anticipate player goals
Designer U ser
Us er 'sM o d el
D es ig nM o d el
S y s tem I m ag e
System
Designer and Player Models
Players build mental models from mechanics Based upon interactions with the system image
The reality of the system in operation Not from direct communication with designers Player and designer models can differ significantly
Designer U ser
Us er 'sM o d el
D es ig nM o d el
S y s tem I m ag e
System
Core Mechanics
Typical patterns of action Fundamental mechanics cycled repeatedly
Examples: Action shooters – run, shoot, and explore Strategy game – explore, expand, exploit, exterminate
referred to as the “four X’s”
Premise
The metaphors of action and setting Directs the player experience
Provides a context in which mechanics fit Players map game states to the premise
Premise
Story is the typical example of premise Time Place Characters Relationships Motivations Etc.
Premise
Premise may also be abstract Tetris operates under a metaphor
The metaphor: arranging colored shapes
Encompasses all game elements Player discussions use the language of
the premise
Premise
Games are models Activities being modeled form premise
Actions may appear similar in model Usually are fundamentally quite different Sports games are good examples:
Playing video games isn’t like playing the sport
Premise
Goes beyond setting and tone Alters the players mental model
Basis of player understanding and strategy Possible: Capable of happening in the real
world Plausible: Possible within the unique world of
premise “Makes sense” within the game’s premise Consistent with the premise as understood
Choice and Outcome
Choice A question asked of the player
Outcome The end result of a given choice
Possibility space Represents the set of possible events A “landscape” of choice and outcome
Choice and Outcome
Consequence or Weight The significance of an outcome
Greater consequences alter the course of the game more significantly
Choices are balanced first by consequence
Choice and Outcome
Well-designed choice Often desirable and undesirable effects Should relate to player goals Balanced against neighboring choices
Too much weight to every choice is melodrama
Orthogonal choices – distinct from others Not just “shades of grey”
Qualities of Choice
Terms in which to discuss choices Hollow – lacking consequence Obvious – leaves no choice to be made Uninformed – arbitrary decision Dramatic – strongly connects to feelings Weighted – good and bad in every choice Immediate – effects are immediate Long-term – effects over extended period Orthogonal – choices distinct from each other
Goals and Objectives
Objectives Designed tasks players must perform
Rigid requirements – formal
Goals An intentional outcome
Notions that direct player action Scales all levels of motivation
From selecting particular strategies… …to basic motor actions (e.g. pressing a button)
Goals and Objectives
Objectives and goals can differ Players goals reflect their understanding of the game Designers must consider how the game communicates with
players Affordances – the apparent ways something can be used
D esigner U serSystem
F in d s w o r dKill d r ag o nR es c u e p r in c es s
F in d s w o r dR es c u e d r ag o nKill p r in c es s
Resources/Economies
Resources Things used by agents to reach goals To be meaningful, they must be…
Useful – provide some value Limited – in total or rate of supply
Economies Systems of supply, distribution, consumption Questions regarding game economies:
What resources exist? How and when will resources be used? How and when will resources be supplied? What are their limits?
Player Strategy
People usually reason with commonsense A view of linear causation – cause and effect
Complex systems do not behave linearly Players need information to support linear
strategy
Situat io n R e s ultAc tio n
Game Theory
Game Theory Branch of economics Studies decision making
Utility A measure of desire associated with an outcome
Payoffs The utility value for a given outcome
Preference The bias of players towards utility
Game Theory
Rational Players Abstract model players – not real people
Always try to maximize their potential utility Solve problems using pure logic Always fully aware of the state of the game
Game Theory
Games of skill One-player games Outcomes determined solely by choices
Games of Chance One-player games Outcomes determined in whole or part by nature (chance)
Games of Strategy Competitions between two or more players
Game Theory
Decision under certainty Players know the outcome of any
decision Risky decisions
Probabilities of nature are known Decision under uncertainty
Probabilities of nature are unknown
Interface
Contains both hardware, software, and performance elements. Hardware such as game pads Software such as engines Performance such as pressing a button
Graphical user interface (GUI) A visual paradigm of control GUI is the first impression of the game And hard to be cross-platform First: 1984 Macintosh GUI with mouse
Interface
Typical perspectives: First-person Over-the-shoulder (OTS) Overhead (top-down) Side Isometric
Audio Interface
General categories of audio Music
Powerful tool for establishing mood and theme
Pay attention to license issues The campus is cited 960 times last year
Sound effects Dialog
Input Interface
Controls Physical input devices: mouse, key,
motion, etc Control inputs
User manipulations of the controls They are not strategies
Example: a sequence of buttons to perform a combo
Strategies involve deciding when to perform
Keys
Key map or control table A diagram showing control input, action,
and context Mapping: An understood relationship
between two things Map keys by looking at your own hand Suit your targeted players: small/big
Key maps
Complex games have many keys and combinations
Ship your game with a detailed key map Control diagrams
Show input, action, and context
Front End Interface
Front-end In application software
The visible portion of the application In games
GUI elements not displayed during play Used mainly for input/configure/choice
Hud Interface
HUD (Head-Up Display) Displays during play
Shows and other information difficult to present directly in the game environment
Examples Scores Resource levels Mini Map Chat Alerts Level
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