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Gameplay Design Gameplay Design

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Gameplay DesignGameplay Design

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Gameplay DesignGameplay Design

� To improve the chances for success of a To improve the chances for success of a game, there are several principles of game, there are several principles of good game design to be followed in good game design to be followed in creating the gameplay in a game.creating the gameplay in a game.� Some of this is common sense.Some of this is common sense.� Some of this is uncommon sense … learn Some of this is uncommon sense … learn

from other people’s experiences and from other people’s experiences and mistakes!mistakes!

� We will spend quite some time lookingWe will spend quite some time lookingat this …at this …

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Gameplay DesignGameplay Design

� To start with, we will take a look at To start with, we will take a look at some of the fundamental principles of some of the fundamental principles of gameplay design that apply to nearly all gameplay design that apply to nearly all types of games.types of games.

� After this, we will examine genre-specific After this, we will examine genre-specific design issues in more detail for each of design issues in more detail for each of the genres we just discussed.the genres we just discussed.

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Player-Centric FocusPlayer-Centric Focus

� Many designers prefer a player-centric Many designers prefer a player-centric approach to game design.approach to game design.

� The designer envisions a representative The designer envisions a representative player of the game and recognizes:player of the game and recognizes:� A duty to entertain. A game’s primary A duty to entertain. A game’s primary

function is to entertain the player, and the function is to entertain the player, and the designer must strive to do so above all else.designer must strive to do so above all else.

� A duty to empathize. To design a game that A duty to empathize. To design a game that entertains, the designer must imagine entertains, the designer must imagine themselves as the player and deliver what themselves as the player and deliver what they want and need.they want and need.

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Player-Centric FocusPlayer-Centric Focus

� In taking on a player-centric focus, In taking on a player-centric focus, it is important to remember the following:it is important to remember the following:� You are not your player. Do not assume that You are not your player. Do not assume that

other players are like you. You have to other players are like you. You have to imagine what it is like to be your player, and imagine what it is like to be your player, and they can be very different from you.they can be very different from you.

� Your player is not your opponent. Game Your player is not your opponent. Game design is about entertaining the player, not design is about entertaining the player, not opposing them. This can be hard to keep in opposing them. This can be hard to keep in mind, but it is critical to do so.mind, but it is critical to do so.

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Duty to EntertainDuty to Entertain� If a player is going to invest time, money, If a player is going to invest time, money,

energy, and emotion into your game, your energy, and emotion into your game, your first concern must be to see that they enjoy first concern must be to see that they enjoy themselves.themselves.� This means entertaining the player takes priority This means entertaining the player takes priority

over your own desire to express yourself creatively.over your own desire to express yourself creatively.� You must have a creative vision for your game, but if You must have a creative vision for your game, but if

some aspect of this is incompatible with entertaining some aspect of this is incompatible with entertaining the player, you should modify it or be prepared to the player, you should modify it or be prepared to eliminate it.eliminate it.

� Of course, this obligation can be adapted if the Of course, this obligation can be adapted if the game is intended for education, research, game is intended for education, research, advertising or some other serious purpose.advertising or some other serious purpose.

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Duty to EmpathizeDuty to Empathize

� A good designer always has an idea of what is A good designer always has an idea of what is going on in a player’s head.going on in a player’s head.� Know what they want and do not want.Know what they want and do not want.� Know what they expect and do not expect.Know what they expect and do not expect.� Anticipate their reactions to different situations.Anticipate their reactions to different situations.

� Anticipating what a player wants to do next in a Anticipating what a player wants to do next in a video game situation is important.video game situation is important.� Let the player try it, and ensure the game responds Let the player try it, and ensure the game responds

intelligently. This makes for a better experience.intelligently. This makes for a better experience.� If necessary, guide the player to a better course of If necessary, guide the player to a better course of

action.action.

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Duty to EmpathizeDuty to Empathize

Screen shot from Prince of Persia: The Sands of Time. This gameclearly demonstrates player empathy. The prince will miss this early jump

over a pit, but will not be punished and instead can try again the correct way.

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Duty to EmpathizeDuty to Empathize

Screen shot from Batman Vengeance. The people making Batman gamesoften do not empathize with fans of this classic comic. Otherwise, most

Batman games would not be so disappointing.

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Duty to EmpathizeDuty to Empathize

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Screen shot from Batman Arkham Asylum. This Batman game got itright at last. The developers were able to connect with the fan base

and delivered what they were looking for.

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Duty to EmpathizeDuty to Empathize

Screen shot from Leisure Suit Larry: Magna Cum Laude. Without designerand originator Al Lowe on board, this game lacked the charm and humourthat made its predecessors appealing to players. They just didn’t get it.

Al Lowe’s thoughts on this installment are priceless too …

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Duty to EmpathizeDuty to Empathize

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Screen shots from Kaizo Mario (aka Super Mario World, Kaizo Edition, or

Asshole Mario). This is a brutally difficult version of Super Marioworld that uses the designer’s ability to empathize with players

against them. The designer knows what the players want or expect,and then screws them over for it …

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Duty to EmpathizeDuty to Empathize

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Screen shot from Bastard Tetris. This game also deduces what they playerwants or needs, and then refuses to give it to them. Definitely very difficult,

and it earns its name very nicely …

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Duty to EmpathizeDuty to Empathize

� No one has complete foresight though.No one has complete foresight though.� Testers can give important feedback here.Testers can give important feedback here.� Give them the freedom to experiment!Give them the freedom to experiment!

� Player empathy helps in producing a Player empathy helps in producing a better game, and in making it faster and better game, and in making it faster and cheaper.cheaper.� Better gameplay in line with expectations.Better gameplay in line with expectations.� Some problems can be identified and Some problems can be identified and

eliminated during the design phase rather eliminated during the design phase rather than during production.than during production.

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Remember Why The Remember Why The Player Is PlayingPlayer Is Playing� Recall the motivations we discussed earlier:Recall the motivations we discussed earlier:

� Mastery Mastery � EscapismEscapism� CompetitionCompetition� Social interactionSocial interaction� Physical seclusionPhysical seclusion� KnowledgeKnowledge� AddictionAddiction� And so onAnd so on

� If your game does not reflect more than one of If your game does not reflect more than one of these motivations, it is hard to succeed.these motivations, it is hard to succeed.

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Remember Why The Remember Why The Player Is PlayingPlayer Is Playing� Ultimately, the motivation for playing can be Ultimately, the motivation for playing can be

traced back to some kind of pleasure seeking.traced back to some kind of pleasure seeking.� Game designer Marc LeBlanc identified a set of Game designer Marc LeBlanc identified a set of

what he considered “primary” game pleasures:what he considered “primary” game pleasures:� Sensation: Involves the use of your senses, Sensation: Involves the use of your senses,

primarily delivered by the aesthetics of the game.primarily delivered by the aesthetics of the game.� Fantasy: Derived from imagination, being in a Fantasy: Derived from imagination, being in a

pretend world, taking on a new persona. pretend world, taking on a new persona. � Narrative: Taking part in the dramatic unfolding Narrative: Taking part in the dramatic unfolding

of a sequence of events.of a sequence of events.� Challenge: Every game has problems to solve, Challenge: Every game has problems to solve,

and so has challenges to overcome.and so has challenges to overcome.

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Remember Why The Remember Why The Player Is PlayingPlayer Is Playing� More from Marc LeBlanc:More from Marc LeBlanc:

� Fellowship: Derived from friendship, cooperation, Fellowship: Derived from friendship, cooperation, and community in and around a game.and community in and around a game.

� Discovery: The thrill of seeking and finding, Discovery: The thrill of seeking and finding, exploration, and uncovering new things.exploration, and uncovering new things.

� Expression: Involves expressing yourself, exercising Expression: Involves expressing yourself, exercising your creativity and placing your mark on things.your creativity and placing your mark on things.

� Submission: Leaving the real world behind, and Submission: Leaving the real world behind, and entering a new one with new rules, suspending entering a new one with new rules, suspending disbelief and accepting this new world as your own.disbelief and accepting this new world as your own.

� Again, a game must deliver on at least some of Again, a game must deliver on at least some of these to be successful …these to be successful …

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Remember Why The Remember Why The Player Is PlayingPlayer Is Playing� More pleasures from Jesse Schell:More pleasures from Jesse Schell:

� Anticipation, delight in another’s misfortune, gift Anticipation, delight in another’s misfortune, gift giving, humour, possibility, pride in accomplishment, giving, humour, possibility, pride in accomplishment, purification, surprise, thrill, triumph over adversity, purification, surprise, thrill, triumph over adversity, wonder, nurturing … even destruction.wonder, nurturing … even destruction.

� Remember that your game’s job is to give Remember that your game’s job is to give pleasure, so consider:pleasure, so consider:� What pleasures does your game give to players?What pleasures does your game give to players?

Can they be improved?Can they be improved?� What pleasures are missing? Can they be added?What pleasures are missing? Can they be added?� Are there new or different pleasures that can be in Are there new or different pleasures that can be in

your game that aren’t common in other games?your game that aren’t common in other games?

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Pacing and ProgressionPacing and Progression

� For example, from Nolan Bushnell:For example, from Nolan Bushnell: “ “All the best games are easy to learn and difficult to All the best games are easy to learn and difficult to

master. They should reward the first quarter and the master. They should reward the first quarter and the hundredth.”hundredth.”

� Easy to learn …Easy to learn …� Encourages inexperienced players to play.Encourages inexperienced players to play.� Otherwise, players are frustrated and psychologically Otherwise, players are frustrated and psychologically

discouraged from playing the game.discouraged from playing the game.� Difficult to master …Difficult to master …

� If it is easy to master, there is no challenge, and If it is easy to master, there is no challenge, and hence no reward or accomplishment in playing.hence no reward or accomplishment in playing.

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Pacing and ProgressionPacing and Progression

� Slowly introduce players to the intricacies and Slowly introduce players to the intricacies and details of the game.details of the game.� If the player needs a skill to defeat something later in If the player needs a skill to defeat something later in

the game, give them the chance to practice and the game, give them the chance to practice and hone this skillhone this skill

� If the game requires an intuitive leap, give them If the game requires an intuitive leap, give them examples of it earlier in the game.examples of it earlier in the game.

� Listen to testers on these issues.Listen to testers on these issues.� A challenge you find ridiculously easy might seem A challenge you find ridiculously easy might seem

impossible to others.impossible to others.� You need both seasoned and novice testers.You need both seasoned and novice testers.

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Pacing and ProgressionPacing and Progression

Screen shot from Pac Man. It does a good job of letting novicesdo reasonably well, while still challenging experts.

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Pacing and ProgressionPacing and Progression

Screen shot from Katamari Damacy. This game is also easy to learn anddifficult to master. And fun. And innovative. And addictive. And …

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FeedbackFeedback

� Remember that games are interactive.Remember that games are interactive.� When the player does something, the game When the player does something, the game

should give back a discernable response.should give back a discernable response.� No input should go unanswered.No input should go unanswered.

� This response can take many forms.This response can take many forms.� Visual, aural, or even tactile feedback.Visual, aural, or even tactile feedback.� Can be either positive or negative.Can be either positive or negative.

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FeedbackFeedback

� Providing feedback is relatively easy when the Providing feedback is relatively easy when the player is progressing normally through the player is progressing normally through the game.game.

� Much harder when doing something “wrong”.Much harder when doing something “wrong”.� It is quite frustrating for the player to do something It is quite frustrating for the player to do something

and have nothing happen.and have nothing happen.� Steer them in the right direction, give a message, or Steer them in the right direction, give a message, or

an error sound effect.an error sound effect.� Be careful not to destroy the illusions the game Be careful not to destroy the illusions the game

is trying to create however!is trying to create however!� E.g. when the player tries to walk through a wall.E.g. when the player tries to walk through a wall.

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FeedbackFeedback

Screen shot from Halo Reach. With audio, visual, and tactile feedback (through the Xbox 360 controller’s rumble features), a player gets a

good sense for how the game is proceeding.

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FeedbackFeedback

Picture of the FPS Vest madeby TN Games. This vest lets

you feel the impact from gunfire,explosions, and so on, that

occur within a game. A helmetis also under development,

with prototypes demonstratedat CES.

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FeedbackFeedback

Picture of the D-Boxgaming chair. This chair

does a good job ofcapturing the motion andfeel of games, including

racing games, flightsimulators, and even

shooters.

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FeedbackFeedback

Picture of the ScentScape. The goal of this device is to allow the development of “scent-enabled” games. While not the first to try this,they seem serious in pitching their product through CES and GDC.

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FeedbackFeedback

Picture of a modified Xbox controller, the Xshok. The highlighted points on thecontroller are the ground/voltage leads to provide a 20,000 volt electric shock to

the user, instead of vibration feedback. A pest controller provides the shockat a configurable 0.02 or 0.2 joules per pulse, depending on player insanity.

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Grounding the PlayerGrounding the Player

� Players should always know where they Players should always know where they are in a game and why they are doing what are in a game and why they are doing what they are doing.they are doing.� Games can be huge, and it might be easy Games can be huge, and it might be easy

for players to feel lost.for players to feel lost.� Games are rarely played start-to-finish in a Games are rarely played start-to-finish in a

single session, so it can be easy for playerssingle session, so it can be easy for playersto lose sight of their goals as well.to lose sight of their goals as well.

� Sometimes it is helpful to give players maps, Sometimes it is helpful to give players maps, mission books, and other tools to help keep mission books, and other tools to help keep track of these things.track of these things.

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Grounding the PlayerGrounding the Player

Screen shot from Warcraft III. A quest is assigned. Notice how a mapis available, as well as a quest listing to keep goals clear.

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Grounding the PlayerGrounding the Player

� What we’re doing here, in essence, is helping What we’re doing here, in essence, is helping the player to manage their goals in the game.the player to manage their goals in the game.

� Good goals have three important qualities:Good goals have three important qualities:� Concrete: Players understand and can clearly state Concrete: Players understand and can clearly state

what they are supposed to achieve.what they are supposed to achieve.� Achievable: Players need to think that they have a Achievable: Players need to think that they have a

chance of achieving the goal.chance of achieving the goal.� Rewarding: Players need to see value in achieving Rewarding: Players need to see value in achieving

the goal … and it is best for them to appreciate the the goal … and it is best for them to appreciate the value before they have achieved it.value before they have achieved it.

� Goals also require structure and sequencing …Goals also require structure and sequencing …3232

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Grounding the PlayerGrounding the Player

� Players should always have an immediate goal, Players should always have an immediate goal, medium-range goal, and long-term goal.medium-range goal, and long-term goal.� The long-term goal is generally the objective of the The long-term goal is generally the objective of the

game as a whole.game as a whole.� Medium-range goals are good-sized steps towards Medium-range goals are good-sized steps towards

meeting the long-term goal. Often, these goals meeting the long-term goal. Often, these goals comprise the various levels of the game.comprise the various levels of the game.

� The immediate goal is the problem that the player is The immediate goal is the problem that the player is currently facing. The completion of a series of these currently facing. The completion of a series of these goals should complete a medium-range goal.goals should complete a medium-range goal.

� As the player deals with the current situation, As the player deals with the current situation, they should see how this fits into the longer they should see how this fits into the longer path leading towards success.path leading towards success.

� Simply put, players need direction.Simply put, players need direction.

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The Moment-to-Moment The Moment-to-Moment ExperienceExperience� At every point while in a game, the player At every point while in a game, the player

must have something interesting to do.must have something interesting to do.� The worst things you can do to a player is The worst things you can do to a player is

bore them or frustrate them.bore them or frustrate them.� Remember that the player always has the Remember that the player always has the

option to turn off the game and do option to turn off the game and do something else!something else!� You cannot let this happen.You cannot let this happen.� A game should be technically easy to leave, A game should be technically easy to leave,

but emotionally and psychologically difficult.but emotionally and psychologically difficult.

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The Moment-to-Moment The Moment-to-Moment ExperienceExperience� Avoiding boredom and frustration …Avoiding boredom and frustration …

� The player should be given a continuous stream of The player should be given a continuous stream of interesting choices with significant outcomes.interesting choices with significant outcomes.

� The player should not be burdened with tedious The player should not be burdened with tedious activities.activities.

� Do not make players perform complex actions Do not make players perform complex actions unnecessarily.unnecessarily.

� Do not make players travel back and forth across the Do not make players travel back and forth across the game world for frivolous reasons.game world for frivolous reasons.

� Do not force the player to listen to every dialog or Do not force the player to listen to every dialog or watch every cut scene or cinematic in its entirety.watch every cut scene or cinematic in its entirety.

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The Moment-to-MomentThe Moment-to-MomentExperienceExperience

Screen shot of Hover Bovver. While representing a realistic and typicallyvery tedious and un-fun task, mowing the lawn, it breaks from it in ways that

are interesting and entertaining.

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The Moment-to-MomentThe Moment-to-MomentExperienceExperience

Screen shot of Assassin’s Creed. To avoid traversing the world needlessly,this game allows you go directly to a city after visiting it. This allows

the player to both experience the world, and move quickly across it as well.

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The Moment-to-Moment The Moment-to-Moment ExperienceExperience� Avoiding boredom and frustration …Avoiding boredom and frustration …

� Make restarting the game easy … do not force the Make restarting the game easy … do not force the player to watch the introduction each time!player to watch the introduction each time!

� Dole out information in bits and pieces; do not dump Dole out information in bits and pieces; do not dump it out all at once in a boring way.it out all at once in a boring way.

� Have the game carry out basic set-up tasks Have the game carry out basic set-up tasks automatically, if the player so desires.automatically, if the player so desires.

� The bottom line is that a game should give a The bottom line is that a game should give a player a lot to do, but what has to be done player a lot to do, but what has to be done should be fun at the same time!should be fun at the same time!

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The Moment-to-Moment The Moment-to-Moment ExperienceExperience

Screen shot from Dead Rising. Dead Rising gives the player lots to do, and it’s always fun. Sledgehammer anyone? There’s plenty to go around …

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ImmersionImmersion

� Immersion is what happens when the Immersion is what happens when the experience being provided by the game experience being provided by the game is incredibly compelling, and almost is incredibly compelling, and almost inescapable, to the player.inescapable, to the player.� The player is drawn completely into the The player is drawn completely into the

game, and the real world disappears.game, and the real world disappears.� Can be just as true for chess as action Can be just as true for chess as action

games.games.� A successful game sucks the player in A successful game sucks the player in

and does not let them go.and does not let them go.

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ImmersionImmersion

Screen shot from Gears of War. 2 It can be a veryimmersive game. Expect to lose track of time with this one.

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ImmersionImmersion

� Immersion works by:Immersion works by:� Providing a continuous and consistent sensory Providing a continuous and consistent sensory

stream that pull the player into the game.stream that pull the player into the game.� Avoiding any mistakes that would jar the Avoiding any mistakes that would jar the

player out of the game.player out of the game.� Such mistakes include:Such mistakes include:

� Typos in text or bad voice acting.Typos in text or bad voice acting.� Anything that seems out of place for the setting.Anything that seems out of place for the setting.� Graphical styles that change from scene to scene.Graphical styles that change from scene to scene.� Unsuitable artificial intelligence for the situation.Unsuitable artificial intelligence for the situation.

� Try to keep the player in his or her dream … if Try to keep the player in his or her dream … if you break the dream, you lose the immersion.you break the dream, you lose the immersion.

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ImmersionImmersion

Screen shot from Assassin’s Creed. A nice game capable of immersingthe player, but it also made mistakes at various times that would jar

the player out of its immersion.

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ImmersionImmersion

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Screen shot from Grand Theft Auto IV. Also awell-done immersive

experience in general.It’s not without glitches,

however. Having anambulance pull up beside

a hot dog vendorduring an emergencycan be funny, but itcan also break thisimmersion at the

same time …

Also this and this … hotdog vendors get around!

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ImmersionImmersion

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Comic about Fallout New Vegas.There’s a rather interestingway of obtaining free goods

in this game. It’s rather funnyto see in action, but breaks

immersion when it happens. Why do merchants let us get away with this sort of thing?

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RealismRealism

� Each game requires a careful balance Each game requires a careful balance between realism and fantasy.between realism and fantasy.� Enough realism should be provided to Enough realism should be provided to

support the immersion of the player.support the immersion of the player.� Realism should be avoided when it makes Realism should be avoided when it makes

the game more tedious or otherwise takes the game more tedious or otherwise takes the fun out of it.the fun out of it.

� Suitable laws of physics and nature Suitable laws of physics and nature should apply, depending on the setting should apply, depending on the setting of the game.of the game.

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RealismRealism

Screen shot from Oni. Despite being unconscious, the guard has absolutelyno difficulty in keep his legs in the air. Such disrespect for the law of

gravity is quite noticeable to the player.

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RealismRealism

Screen shot from Burnout Paradise. The crash sequences and collision physicsare very realistic, even if the whole crash-your-car-on-purpose scenario isn’t.

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RealismRealism

Screen shot from Psi-Ops: The Mindgate Conspiracy. Using the Havok engine,this game has some interesting and realistic physics effects, even though

the game is based on a science fiction premise.

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RealismRealism

Video from Unreal Tournament 2003. Note the realistic skeletalmechanics when you fall and die. Bodies will shape themselves

toterrain quite naturally.

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RealismRealism

Screen shot from Cellfactor. This game was highly anticipated forits physical simulation. The final game was less impressive because

it did not take as full advantage of hardware acceleration.

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RealismRealism

Development photo of Star Wars: The Force Unleashed. This game alsowent full out to achieve realistic physical simulation …

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RealismRealism

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Picture from Modern Warfare 3 parody. If games were reallyrealistic, this is what we could end up with …

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Realism:Realism:Attention to DetailAttention to Detail� Realism can also be important in the Realism can also be important in the

small things throughout a game.small things throughout a game.� This is sometimes referred to in the gaming This is sometimes referred to in the gaming

literature as “attention to detail”.literature as “attention to detail”.� By having good attention to detail, players By having good attention to detail, players

will better appreciate and respect the time will better appreciate and respect the time and effort that went into making the game.and effort that went into making the game.

� To demonstrate this, we consider a To demonstrate this, we consider a couple of issues in animation.couple of issues in animation.

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Realism:Realism:Attention to DetailAttention to Detail� In animation for video games, anticipation and In animation for video games, anticipation and

follow-through can be very important.follow-through can be very important.� Anticipation is an indication of action to come.Anticipation is an indication of action to come.� Follow-through is the reaction that happens after the Follow-through is the reaction that happens after the

action. action. � In most cases, realistic actions have both an In most cases, realistic actions have both an

anticipation and a follow-through.anticipation and a follow-through.� For example, a character should bend its knees both For example, a character should bend its knees both

before jumping and when landing.before jumping and when landing.

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Realism:Realism:Attention to DetailAttention to Detail

Screen shot and animation from NBA Live. Jumping is done properly,as one can see a player prepare to jump and also see them stick

the landing properly. Anticipation and follow-through are donenicely in this case.

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Realism:Realism:Attention to DetailAttention to Detail� It is important to be sure to not to ignore a It is important to be sure to not to ignore a

character’s secondary motions in character’s secondary motions in providing animations in a game.providing animations in a game.� This includes things such as hair and This includes things such as hair and

clothing movement, and so on.clothing movement, and so on.� Primary motion is obviously important, Primary motion is obviously important,

but the secondary motion shows good but the secondary motion shows good attention to detail.attention to detail.� While this can take lots of time to do, it can While this can take lots of time to do, it can

be well worth it in the end.be well worth it in the end.

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Realism:Realism:Attention to DetailAttention to Detail

Screen shot from Dead or Alive 3. A lot of attention is paid to animating secondary motion of hair, clothing, and so on.

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Realism:Realism:Necessary in the Necessary in the Visuals?Visuals?� It is important to point out that realism is It is important to point out that realism is

not necessarily a requirement of the not necessarily a requirement of the visuals for video games.visuals for video games.� In some games and game genres, this can In some games and game genres, this can

be very important.be very important.� Sometimes, however, other styles of visual Sometimes, however, other styles of visual

representation are more fitting and result in a representation are more fitting and result in a better overall game. better overall game.

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Realism:Realism:Necessary in the Necessary in the Visuals?Visuals?

Screen shot from Jet Set Radio Future. With its cartoon-style cel-shading,there is a very definite look and feel to the game. It would be hard to

imagine the game any differently.

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Realism:Realism:Necessary in the Necessary in the Visuals?Visuals?

Screen shot from Robotech Battlecry. The cel-shading using in this gametakes one back to many Saturday mornings well wasted with the

cartoon series. Difficult to picture it any other way.

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Realism:Realism:Necessary in the Necessary in the Visuals?Visuals?

Screen shot from Dragon Ball Raging Blast 2. Again, cel-shadingproduced the anime-like look and feel for this game.

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Realism:Realism:Necessary in the Necessary in the Visuals?Visuals?

Screen shot from Naruto Shippuden: Ultimate Ninja: Storm 2.Cel-shading again makes the game.

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Realism:Realism:What about Audio?What about Audio?� Most game audio effects should sound as Most game audio effects should sound as

realistic and fitting as possible.realistic and fitting as possible.� This is interesting, because graphics, This is interesting, because graphics,

animation, and game physics can range from animation, and game physics can range from realistic to outlandish and still be fitting.realistic to outlandish and still be fitting.

� The audio effects in place, however, must The audio effects in place, however, must match and fit the visual effects or else the match and fit the visual effects or else the game seems inconsistent.game seems inconsistent.

� If you cannot generate a suitable effect, If you cannot generate a suitable effect, then sample one from the real world!then sample one from the real world!

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Realism:Realism:What about Audio?What about Audio?

Screen shot from Doom II. Even though you are fighting out-of-this-worldcreatures with out-of-this-world weaponry, the sounds seem to

fit the situation in a realistic fashion.

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6666

Screen shot and video from Dark Sector. Sometimes you need to becreative in coming up with your sound effects …

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Realism:Realism:What about Audio?What about Audio?� The same standards apply to voice acting for The same standards apply to voice acting for

your games. If not done properly, it will not your games. If not done properly, it will not seem realistic, and your games will suffer for it.seem realistic, and your games will suffer for it.

� Things to look for with voice talent:Things to look for with voice talent:� They have the right sound for the game.They have the right sound for the game.� They can do it on time.They can do it on time.� They fit within budget.They fit within budget.� They are reliable enough to stick through They are reliable enough to stick through

the entire job from start to finish.the entire job from start to finish.� They will provide you the necessary rights They will provide you the necessary rights

for the game when the job is done.for the game when the job is done.

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Screenshot and voice auditions from Legacy

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Realism:Realism:What about Audio?What about Audio?

Screen shot from Prisoner of War. This allegedly has some of the worstvoice acting ever heard in a game. Apparently, those

German accents were really, really bad!

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Realism:Realism:What about Audio?What about Audio?

Movie counting down the worst of the worst game voiceovers ever.I was surprised Prisoner of War wasn’t mentioned. Either they

didn’t play it, or these are just awful …

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Realism:Realism:What about Audio?What about Audio?

Interview with Charles Martinet, the voice of Mario.In the end, he was obviously the right talent for the job!

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Consistency in the WorldConsistency in the World

� There should be predictable, consistent, and There should be predictable, consistent, and logical outcomes to the actions of the player.logical outcomes to the actions of the player.� It is incredibly frustrating for the results of an action It is incredibly frustrating for the results of an action

to change each time the action is attempted by the to change each time the action is attempted by the player.player.

� If the results of a player’s actions are unpredictable, If the results of a player’s actions are unpredictable, the game will be confusing and players will be the game will be confusing and players will be discouraged from playing.discouraged from playing.

� If important consequences are tied to seemingly If important consequences are tied to seemingly trivial decisions, the game will appear unreasonable.trivial decisions, the game will appear unreasonable.

� A player should be able to easily understand A player should be able to easily understand and appreciate the consequences of actions.and appreciate the consequences of actions.

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Consistency in the WorldConsistency in the World

� In other words, if the player comes to In other words, if the player comes to understand the game world and its bounds, understand the game world and its bounds, reasonable actions should be successful.reasonable actions should be successful.� If a reasonable solution to a game’s challenge fails If a reasonable solution to a game’s challenge fails

for no apparently good reason, the player again for no apparently good reason, the player again becomes frustrated and will feel cheated by the becomes frustrated and will feel cheated by the game.game.

� In such a case, the game is not consistent with the In such a case, the game is not consistent with the expectations it has established in the player.expectations it has established in the player.

� Again, it often takes considerable play testing to Again, it often takes considerable play testing to uncover and address these problems.uncover and address these problems.

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Consistency in the WorldConsistency in the World

Screen shot from Destroy all Humans. If you thought something wouldwork in the game world, generally it would. Often with humorous results!

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Consistency in the WorldConsistency in the World

Screen shot from Die Hard: Nakatomi Plaza. The visuals are decent, butthere is an extraordinary lack of variety in opponents. You shoot someone,round the corner, and there he is again … such consistency is inconsistent!

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Consistency in the WorldConsistency in the World

Screen shot from Grand Theft Auto III. Depending on your mission, the gamewas sometimes inconsistent in teleporting characters or removing vehicles ifthings were not the way they were supposed to be. Could be very annoying!

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Consistency in the WorldConsistency in the World

Screen shot from Everquest of the first ever killing of Kerafyrm, also known as The Sleeper, a beast supposed to be unkillable. (Actually it just had over 100billion hit points.) A small army of 200 players took nearly 4 hours to defeat it.

Their first attempt was unfairly thwarted by Sony, who wanted the creaturealive for the storyline. Sony relented, and let them finish the job, but notbefore they shattered the players’ faith in the consistency of the world.

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HarmonyHarmony

� It is important to find a way to make every It is important to find a way to make every aspect of your game fit together into a aspect of your game fit together into a coherent, integrated whole.coherent, integrated whole.� Consistency is important to this; out of place or Consistency is important to this; out of place or

seemingly random elements disrupt harmony.seemingly random elements disrupt harmony.� Elements that are tacked on just because they seem Elements that are tacked on just because they seem

cool or elements that are added at the last minute cool or elements that are added at the last minute without thought are dangerous because of this.without thought are dangerous because of this.

� Without harmony, immersion can be difficult to Without harmony, immersion can be difficult to achieve. Game elements that run against achieve. Game elements that run against harmony have potential to break immersion.harmony have potential to break immersion.

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HarmonyHarmony

Screen shot from Legend of Zelda: Twilight Princess. Overall, a great game,but some players have felt disappointed, noting that the game doesn’t feel

right on the Wii because the Wii-specific elements seem “tacked on”.

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HarmonyHarmony

Screen shot from Heavenly Sword. Everything in this game fits reasonablywell together. Even Kai’s twing twang levels fit in place, unlike a lot of

other games with levels that change up the gameplay.

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Freedom to PlayFreedom to Play

� The best games give players the freedom to The best games give players the freedom to explore and experiment with the game world in explore and experiment with the game world in unanticipated ways.unanticipated ways.� Even though player actions are unexpected, the Even though player actions are unexpected, the

game world should respond in a way that is game world should respond in a way that is interesting and realistic, given the situation.interesting and realistic, given the situation.

� The bottom line is that players should be able The bottom line is that players should be able to have fun that makes sense, whether they are to have fun that makes sense, whether they are following the game, or making things up as they following the game, or making things up as they go along.go along.

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Freedom to PlayFreedom to Play

Screen shot from The Fellowship of the Ring. Among other problems, thisgame based on the movie features stunning environments, which the game

will not let players explore. Quite disappointing.

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Freedom to PlayFreedom to Play

Screen shot from Hunter: The Reckoning. The game had nice, expansivelevels that looked ripe for exploring. Too bad there were invisible walls

everywhere to prevent you from doing so.

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Freedom to PlayFreedom to Play

8484

Concept art for Uncharted 2: Among Thieves. The scene depictedhere is for the train yard level. Unfortunately, invisible walls on the

trains blocked your way at various points …

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Freedom to PlayFreedom to Play

Screens shot from Grand Theft Auto 3. In addition to the usual missions, there is a lot to do in the game … paramedic mode (shown left), firefighter mode,

vigilante mode, taxi driver mode, plus insane stunt bonuses, and more.

The screen shot on the right is taken from the short film "My Trip to Liberty City" by Jim Munroe. This film, shot entirely within the game, is an exampleof machinima (movies done using 3D real-time software, typically game

engines) shown at the July 2003 New York Video Festival.

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Freedom to PlayFreedom to Play

Screen shots from Halo and Halo 2. Halo lets you do a wide variety of things in the game world. Videos of game footage taken by players with way too much time on their hands demonstrate the flexibility of this game.

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Freedom to PlayFreedom to Play

Movie clips from Splinter Cell’s Chaos Theory Co-op Theatre. (Courtesy of X-Play.) Another good example of fun to be had given a lot of freedom.

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Freedom to PlayFreedom to Play

Screen shot and video from Crysis. This game had a rich world that allowed players to create their own fun in a variety of ways … let’s see …

what should I do with 3000 oil barrels?

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Freedom to PlayFreedom to Play

� With enough freedom, players can engage With enough freedom, players can engage in what is called “metagaming”.in what is called “metagaming”.� Usually this involves using a game to play an Usually this involves using a game to play an

entirely game using the same environment.entirely game using the same environment.� These can be competitions with one’s self, or These can be competitions with one’s self, or

with other players through multiplayer games or with other players through multiplayer games or the distribution of videos of gameplay.the distribution of videos of gameplay.

� This can include stunt competitions in This can include stunt competitions in games like GTA or speedrunning in games games like GTA or speedrunning in games like Doom, Quake, or Super Mario Brothers. like Doom, Quake, or Super Mario Brothers.

8989

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Freedom to PlayFreedom to Play

9090

Screen shot and video from Super Mario Bros. This shows the top speedrun to complete the entire game in about 5 minutes. Video

and stats courtesy of the Speed Demos Archive.

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Freedom to PlayFreedom to Play

9191

Screen shot and video from Doom. This shows the top speedrunfor E1M1, which is about 9 seconds. Video and stats

courtesy of the Speed Demos Archive.

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Freedom to PlayFreedom to Play

9292

Screen shot and video from Quake. This shows the top speedrun for the entire game, killing everything and finding all secrets in 33 minutes and

33 seconds. Video and stats courtesy of the Speed Demos Archive.

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Freedom to PlayFreedom to Play

9393

Screen shot and video from Tetris. This tool-assisted run isn’t aspeedrun per se, but is still impressive to watch once you see what’s

going on!

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Freedom to PlayFreedom to Play

9494

Screen shot and video from Super Mario 64. This tool assisted speedruncompletes the game in 5 minutes, 47 seconds through exploiting a

bug to finish with zero stars.

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Freedom to PlayFreedom to Play

9595

Screen shot and video from Demon’s Souls. This speedrun completedthis ultra-difficult game in under an hour (54 minutes and

54 seconds to be precise). Amazing!

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WritingWrit ing

� Good writing is invisible.Good writing is invisible.� Bad writing draws attention to itself.Bad writing draws attention to itself.

� This immediately destroys immersion.This immediately destroys immersion.� Almost all games use words somewhere.Almost all games use words somewhere.

� Written in text, or spoken in dialog.Written in text, or spoken in dialog.� Might just be in cut scenes or an integral part Might just be in cut scenes or an integral part

of the game.of the game.� If you are not a good writer, or do not have If you are not a good writer, or do not have

much practice, bring in someone else!much practice, bring in someone else!

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WritingWrit ing

Series of screen shots from Zero Wing. It does not get muchworse than this! (Thankfully!)

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WritingWrit ing

Screen shot from Battle Rangers. Okay, maybe it can be worsethan Zero Wing after all …

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WritingWrit ing

9999

Screen shot from Tarr Chronicles. This Russian-made game was poorlywritten and translated, with metaphors describing things like escaping

enemies as fleeing “like puppies from a boiling cauldron”. Its sequel, DarkHorizon, was only slightly better this way …

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Just In Time InformationJust In Time Information

� Humans are terrible at learning when Humans are terrible at learning when given lots and lots of information ahead of given lots and lots of information ahead of time and out of any context where it can time and out of any context where it can be applied.be applied.

� A good game gives out information in a A good game gives out information in a “just in time” fashion when and where it “just in time” fashion when and where it can be used and “on demand” as the can be used and “on demand” as the player realizes that they need it.player realizes that they need it.

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Just In Time InformationJust In Time Information

Screen shot of the Legend of Zelda: Ocarina of Time. The story unfoldsgradually and the player is given information in a “just in time” fashion;

for example, the songs playable on the Ocarina.

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Just In Time InformationJust In Time Information

Screen shot from Okami. Okami does an excellent job in deliveringinformation in a just in time fashion. Trying to learn and use all those

brush techniques could have been very difficult otherwise.

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The I l lusion of The I l lusion of Winnabil i tyWinnabil i ty� A game should appear to be winnable A game should appear to be winnable

and fair to all players.and fair to all players.� Both beginner and expert players.Both beginner and expert players.

� A game should not intimidate players!A game should not intimidate players!� Ideally, actually winning should be kept Ideally, actually winning should be kept

just out of reach for as long as possible.just out of reach for as long as possible.� Want to maintain challenge, but should not Want to maintain challenge, but should not

introduce excessive frustration either.introduce excessive frustration either.� Play testing is quite valuable in tuning a Play testing is quite valuable in tuning a

game to maintain this illusion.game to maintain this illusion.

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The I l lusion of The I l lusion of Winnabil i tyWinnabil i ty

Screen shot from Pac Man. The game seems winnable to boththe experts and the novices.

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The I l lusion of Winnabil i tyThe I l lusion of Winnabil i ty

Screen shot from Katamari Damacy. The player always seems to be in a position of winning … just make that ball of junk a little bigger!

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The I l lusion of The I l lusion of Winnabil i tyWinnabil i ty� Good games stay inside, but at the outer Good games stay inside, but at the outer

edge, of the player’s growing competence edge, of the player’s growing competence and ability to play a gameand ability to play a game

� Ideally, a game should always appear to Ideally, a game should always appear to be challenging, but doable, regardless of be challenging, but doable, regardless of the stage of the game the player is in.the stage of the game the player is in.

� This will create a pleasurable kind of This will create a pleasurable kind of frustration.frustration.� A little frustration can be a good thing!A little frustration can be a good thing!

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Risk and RewardRisk and Reward

� Risks in a game must always be Risks in a game must always be accompanied by a reward.accompanied by a reward.� Otherwise, the player has no incentive to Otherwise, the player has no incentive to

take the risk in the first place.take the risk in the first place.� Whenever you play a game, you risk Whenever you play a game, you risk

losing the game in the hope you will losing the game in the hope you will earn the reward of winning.earn the reward of winning.� Risk and reward also occur on a smaller Risk and reward also occur on a smaller

scale within games. Every challenge poses scale within games. Every challenge poses a risk and should provide some reward.a risk and should provide some reward.

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Risk and RewardRisk and Reward

Screen shot from Monopoly. In Monopoly, you risk money by purchasingproperty with the hope that you will be rewarded in the future, for example

with income from rents later in the game.

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Risk and RewardRisk and Reward

� The risk/reward mechanism makes The risk/reward mechanism makes gameplay in a game more exciting.gameplay in a game more exciting.� Gameplay can be entertaining all by itself, Gameplay can be entertaining all by itself,

but adding risks and rewards raises the level but adding risks and rewards raises the level of tension and makes success or failure of tension and makes success or failure more meaningful to the player.more meaningful to the player.

� Games should also always reward Games should also always reward achievement, whether it was risky or not.achievement, whether it was risky or not.� The more difficult the achievement, the The more difficult the achievement, the

bigger the reward should be.bigger the reward should be.

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Risk and RewardRisk and Reward

Screen shot of Tony Hawk 2. Rewards are provided for various achievements, like jumping buildings to get the secret tapes.

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Avoid Player FatigueAvoid Player Fatigue

� Boring or excessively frustrating the Boring or excessively frustrating the player will cause fatigue in the player and player will cause fatigue in the player and discourage them from continuing to play.discourage them from continuing to play.

� Things to keep in mind:Things to keep in mind:� Make challenges vary in more than degree.Make challenges vary in more than degree.� Do not make your objective your primary Do not make your objective your primary

threat, again for more variety.threat, again for more variety.� Support multiple solutions to problems.Support multiple solutions to problems.� Introduce new gameplay elements as the Introduce new gameplay elements as the

game progresses … but be sure to give them game progresses … but be sure to give them time to explore them before adding more.time to explore them before adding more.

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Avoid Player FatigueAvoid Player Fatigue

Screen shot from God of War. A huge variety in challenges andenemies really keeps the player interested in this game!

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Avoid Player FatigueAvoid Player Fatigue

Screen shot from WarioWare Smooth Moves. As a large collection of novelmicrogames, it keeps things fresh but it can also be rather disorienting.

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Dynamic and EmergentDynamic and EmergentGameplayGameplay� When possible, it is important to support When possible, it is important to support

elements of dynamic and emergent gameplay.elements of dynamic and emergent gameplay.� In other words, various elements of the game In other words, various elements of the game

evolve naturally from the game world based on what evolve naturally from the game world based on what actually transpires in the game world.actually transpires in the game world.

� Game behaviours and reactions are defined on a Game behaviours and reactions are defined on a component level, rather than a system level; from component level, rather than a system level; from these simple components, complexity and depth will these simple components, complexity and depth will emerge.emerge.

� This results in a more reactive and meaningful This results in a more reactive and meaningful game world that makes more sense in light of game world that makes more sense in light of what the player is doing in it.what the player is doing in it.

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Dynamic and EmergentDynamic and EmergentGameplayGameplay� Dynamic and emergent gameplay has been Dynamic and emergent gameplay has been

examined in several ways to date.examined in several ways to date.� Physical simulation. While this includes the use of Physical simulation. While this includes the use of

physics to support realism in games as discussed physics to support realism in games as discussed earlier, emergence goes beyond this.earlier, emergence goes beyond this.

� Storytelling. The goal is to allow stories to “write Storytelling. The goal is to allow stories to “write themselves” … but we are still a long way from this.themselves” … but we are still a long way from this.

� Artificial intelligence. The idea is to have characters Artificial intelligence. The idea is to have characters that evolve and react reasonably … still in research.that evolve and react reasonably … still in research.

� Animation. We have some elements of this already, Animation. We have some elements of this already, such as rag doll physics, for example, but more is on such as rag doll physics, for example, but more is on the way too.the way too.

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot of Thief: Deadly Shadows. This game included a variety ofdynamic and emergent elements. This is the aftermath of a street fight …

that I might have had something to do with …

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot of Thief: Deadly Shadows. Yeah. This one was all me.I wish I could blame someone else here for this …

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot of Die by the Sword. This was an innovative title that gave theplayer total control over how the hero wielded his weapon: direction,

force, momentum, and so on. By proper mouse movements, or key presses,you could slice apart your opponents in a stunning variety of ways.

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shots from Stair Dismount (above left), Truck Dismount (above right),and Dismount Levels (bottom right). These are incredibly fun little games that employ some interesting dynamic elements and rag doll physics. Expect to waste lots of time with these gems!

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot of Pain. This downloadable PS3 game is a fun physics-basedgame where you launch yourself through the air with a giant sling-shot to

cause various bits of mayhem … and, of course, pain …

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot and video of Rag Doll Kung Fu. In this game, there are no pre-scripted animations. Instead, players have total control over moving charactersby grabbing a part of the body and moving around the screen. An interesting

concept in which players can define their own fighting moves!

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot from Little Big Planet. This game from the makers of RagDoll Kung Fu is again all about dynamic play. The world can be created by

players easily with physics added for realistic and dynamic gameplay.

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot from Little Big Planet 2. This sequel isn’t just a “platform game” … it’s a “platform for games” according to its creators, allowing

not just new working worlds to be made, but entirely new games as well.

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shots and movies from Pseudo Interactive’s Crash demos. Thesedemos showed off new lighting and shading techniques, new physics models,and some pretty cool dynamic animation techniques. The demos were someof the first based on Microsoft’s XNA technologies. Some of this eventually

made it into the Full Auto games, no doubt …

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Dynamic and EmergentDynamic and EmergentGameplayGameplay

Screen shot from Natural Motion’s endorphin software for dynamic motionsynthesis. Adaptive behaviours are used so that, in theory at least,

characters and game entities animate themselves, instead of relying uponanimation data.

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Engaging EmotionsEngaging Emotions

� Engaging the player’s emotions in a Engaging the player’s emotions in a game enables a much richer and deeper game enables a much richer and deeper experience than otherwise possible.experience than otherwise possible.� Multiplayer games can engage emotions Multiplayer games can engage emotions

through social experiences provided by through social experiences provided by interactions with other players.interactions with other players.

� Single-player games have to influence Single-player games have to influence emotions based on their storytelling and emotions based on their storytelling and gameplay elements.gameplay elements.

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Engaging EmotionsEngaging Emotions

� Various elements of a game can be used Various elements of a game can be used to influence player emotions:to influence player emotions:� Characters, their relationships, and the Characters, their relationships, and the

events that happen to them in the game.events that happen to them in the game.� The setting and atmosphere of the game.The setting and atmosphere of the game.� The creativity and control given to the player.The creativity and control given to the player.� The risks and rewards in the game.The risks and rewards in the game.� The goals the players must meet in the The goals the players must meet in the

game, and the ethical and moral issues faced game, and the ethical and moral issues faced in the process.in the process.

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Engaging EmotionsEngaging Emotions

Screen shot from Shadow of the Colossus. This game provides perhaps thebest inner conflict ever faced in a video game. Incredibly well done.

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Engaging EmotionsEngaging Emotions

Screen shot from Thief: Deadly Shadows. This level, the Cradle, has beendescribed as “probably the scariest level ever made” and really establishes the

setting, mood, and tone. As its lead designer put it, “I want my scares toleave scars”. Believe me, they do!

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Engaging EmotionsEngaging Emotions

130130

Screen shot from Silent Hill: Shattered Memories. This too was apretty scary game at times. Who are those guys and what happened

to their skin and faces?!?

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Engaging EmotionsEngaging Emotions

Screen shot from Ninety-Nine Nights. In this game, you can end up making some pretty tough moral decisions, like sending your troops

into a village of women, children, the infirmed, and the elderly.

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Engaging EmotionsEngaging Emotions

Screen shot from Bioshock 2. In this game, and in its predecessor,you often had the difficult decision on what to do with

Little Sisters …

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Engaging EmotionsEngaging Emotions

Screen shot from Heavy Rain. This game had some very difficultmoral questions and emotional challenges to overcome. It was

an incredibly powerful and moving experience at times.

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Design Within LimitsDesign Within Limits

� Do not forget that building a game is a software Do not forget that building a game is a software development project.development project.� It has a cost and a schedule.It has a cost and a schedule.

� Ultimate success of the project not only Ultimate success of the project not only depends on good gameplay.depends on good gameplay.� Must deliver this gameplay on time and on budget.Must deliver this gameplay on time and on budget.� Must have technical features that work.Must have technical features that work.

� This must be taken into account when This must be taken into account when designing the game to ensure that it is within designing the game to ensure that it is within reasonable limits.reasonable limits.

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Design Within LimitsDesign Within Limits

Screen shot from Duke Nukem Forever. This project has been delayed andrescheduled so many times it isn’t. (Okay, it’s funny, but not if you’re a Duke

fan!) Officially, the project is now due out May 2011. We’ll see though …

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Design Within LimitsDesign Within Limits

A funny Duke-themed Penny Arcade comic. It’s even funnier whenyou consider that it’s from 1999! Ouch!

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Design Within LimitsDesign Within Limits

Need I say more?

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� To improve the moment-to-moment To improve the moment-to-moment experience, technical impediments to the experience, technical impediments to the player’s enjoyment of the game must be player’s enjoyment of the game must be removed.removed.� Such impediments can break the sense of Such impediments can break the sense of

immersion the player gets from a game.immersion the player gets from a game.� While such impediments typically show While such impediments typically show

up during implementation, proper design up during implementation, proper design can eliminate them or reduce their effects can eliminate them or reduce their effects in the beginning.in the beginning.

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Remove Impediments:Remove Impediments:ControlsControls� If one of the bigger challenges to a game is its If one of the bigger challenges to a game is its

control scheme, that game is in big trouble.control scheme, that game is in big trouble.� A bad control scheme that cannot be changed is one A bad control scheme that cannot be changed is one

of the most frustrating things to a game player.of the most frustrating things to a game player.� A good control scheme is so transparent that you A good control scheme is so transparent that you

are not even aware it is there. It just allows you to are not even aware it is there. It just allows you to easily play the game without frustrations.easily play the game without frustrations.

� Since players often have different tastes in Since players often have different tastes in control schemes, try to provide the most control schemes, try to provide the most popular approaches (follow genre conventions!) popular approaches (follow genre conventions!) and allow easy reconfigurations.and allow easy reconfigurations.

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Screen shot from Unreal Championship. It is interesting that this Xbox titlehas been criticized for a poor control scheme requiring many reconfigurations,

while its PC cousin released at the same time, Unreal Tournament 2003, has been hailed for its controls and gameplay at the same time.

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Screen shot from Superman: The Man of Steel. The multiple control schemesused in this game (free flight and fighting) are quite difficult to use. As much as

you might like Superman, the controls make this game hard to enjoy.

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Screen shot from Resident Evil 4. This is an awesome game.Why oh why won’t it let me strafe though?!?

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Screen shot from Lair. This technically impressive game originally suffered from being forced to use the motion sensing capabilities of the PS3’s

Sixaxis controller to control your dragon. Definitely frustrating …

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Screen shot from Nintendogs. This game really takes advantageof every input mechanism on the Nintendo DS. You can give voice

commands to your dog or blow bubbles through the microphone and usethe stylus to pet your dog, throw objects to play with it, and so on!

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Screen shot from SOCOM: US Navy Seals. Like many tactical shooter games,this game allows voice input to control squad mates. Sometimes this works

well in a game, but sometimes it doesn’t. It’s a good idea though!

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Screen shot from Life Line. This game relies solely on voice input for control.While promising technology, in this game the controls come off as tedious and

unreliable, killing the pace of the game. A big impediment in this case.

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Picture of Eye Toy camera, left, and screen shot of game, right. Thisinnovative peripheral for the Playstation 2 allowed games to put the

player in the game. By tracking motion and position through the camera,the game can be effectively controlled. The technology was pretty solid

and has been the basis for some interesting developments …

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Images from Kick Ass Kung-fu. It allows for a motion captured individual(shown lower left, with targeting scan upper left) to be transposed into a

(shown at right). Weapons and charged energy attacks are supported too!

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Video from Nintendo’s Wii display at E3 2006. The length of the line of people waiting to try the Wii is a pretty good indication of just how much everyone

was looking forward to its revolutionary control scheme.

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Video from the introduction of the Playstation Move in early 2010. Workon the move began as early as 2001, developing in parallel with the Eye Toy.

It was quite the journey from research to commercial product …

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Video from Microsoft’s E3 Media Briefing in 2010. This is where theKinect got its branding, and people saw the first glimpses of what

would become its launch titles.

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Remove Impediments:Remove Impediments:Choppy GameplayChoppy Gameplay� Sudden or jerky motions in a game can be Sudden or jerky motions in a game can be

very distracting, very annoying, or even very distracting, very annoying, or even disruptive to the game.disruptive to the game.� This applies not only to any character or object This applies not only to any character or object

motion and animations, but also to any camera motion and animations, but also to any camera movement in the game.movement in the game.

� Remember that the player identifies with the Remember that the player identifies with the viewpoint of the game; sudden changes have viewpoint of the game; sudden changes have been known to induce motion sickness!been known to induce motion sickness!

� Instead, the game should be as smooth and Instead, the game should be as smooth and fluid as possible.fluid as possible.

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Screen shot from Mortal Kombat: Deadly Alliance. While graphicallyimpressive, this Mortal Kombat was criticized for animation thatis best described as “stilted” and “choppy”. Not a good thing.

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Screen shot from Unreal II: The Awakening. The co-op multiplayer modeis a nice feature to have, but the animation is so choppy and the frame rate

is so bad that it is very hard to play. Not up to player expectations at all.

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Remove Impediments:Remove Impediments:Excessive Disc Excessive Disc SwappingSwapping� If you have a multiple-disc game with a large If you have a multiple-disc game with a large

world that the user has complete access to at world that the user has complete access to at any time, swapping could be a problem.any time, swapping could be a problem.� When the player moves between areas with content When the player moves between areas with content

on different discs, swapping will occur every time the on different discs, swapping will occur every time the boundary is crossed.boundary is crossed.

� Storing all content onto the hard drive might be too Storing all content onto the hard drive might be too resource intensive.resource intensive.

� With proper level design, one can sacrifice total With proper level design, one can sacrifice total freedom to go anywhere at any time to reduce the freedom to go anywhere at any time to reduce the amount of swapping needed.amount of swapping needed.

� This is not currently a big problem, but we are This is not currently a big problem, but we are already seeing limits with DVDs …already seeing limits with DVDs …

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Box contents of Castlevania Lords of Shadow for the Xbox 360. Note thatit requires two discs, which means swapping … unless you load one of the

discs onto your console in its entirety. It is rumored that Mass Effect 3and other games in the near future will ship on multiple discs too …

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Remove Impediments:Remove Impediments:Excessive Load TimesExcessive Load Times� Moving from ROM cartridges to disks increased Moving from ROM cartridges to disks increased

storage and decreased costs, but at the loss of storage and decreased costs, but at the loss of instant access to game data.instant access to game data.

� If you suspect load times might be a problem If you suspect load times might be a problem for your game, improved level design can for your game, improved level design can alleviate the problem.alleviate the problem.� Using smaller levels, reducing data requirements, Using smaller levels, reducing data requirements,

incremental loading, and loading in the background incremental loading, and loading in the background are all techniques that can alleviate the problem.are all techniques that can alleviate the problem.

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Screen shot from The Simpsons Road Rage. The excessive load times on thistitle would make most gamers want to bail out at some point in time.

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Remove Impediments:Remove Impediments:Game InterruptionsGame Interruptions� In every game there are breaks in the action, In every game there are breaks in the action,

between levels, when the player loses a life or between levels, when the player loses a life or otherwise hits a failure condition, and so on.otherwise hits a failure condition, and so on.� These breaks should be minimized in length and These breaks should be minimized in length and

designed carefully to keep the player in the game.designed carefully to keep the player in the game.� At the end of a level, the player should be teased At the end of a level, the player should be teased

with the challenge of the next one.with the challenge of the next one.� When the player loses a life or otherwise hits a When the player loses a life or otherwise hits a

failure condition, they should be allowed to get back failure condition, they should be allowed to get back into action as soon as possible without losing much into action as soon as possible without losing much of the progress they have gained.of the progress they have gained.

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Remove Impediments:Remove Impediments:Saving the GameSaving the Game� Some games still do not allow saves or Some games still do not allow saves or

severely limit their use (to between levels, and severely limit their use (to between levels, and so on).so on).

� This, however, condemns people to replay This, however, condemns people to replay sections of the game already completed, which sections of the game already completed, which is a disincentive to continue the game once is a disincentive to continue the game once interrupted.interrupted.

� More flexibility over saving gives the user more More flexibility over saving gives the user more control over their experience.control over their experience.� This includes when and where saves are made and This includes when and where saves are made and

how they are named.how they are named.

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Screen shot from Grand Theft Auto. Game saving was not allowed in this game,to maintain the frantic pace of action. Since such a large score was needed to

clear a level, players would need to play for a long time to ensure theirprogress wasn’t lost. A big shortcoming of an otherwise good game.

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Screen shot from Grand Theft Auto III. Unlike the first version, this allowssaving between missions at your hide out. It is done in such a way thatit does not disrupt the pace of the game, but still allows players to save

their progress in a way that makes sense to the game.

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Screen shot from Aliens vs. Predator. When initially released, the game did notallow game saving. This was done to maintain the tense atmosphere of the

game. After many complaints, a patch eventually added that feature.

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Screen shot from Evil Dead: A Fistful of Boomstick. This game has aninteresting approach to saving … as you play, you collect “save tokens”. Each

token can be used to save the game once. Use them carefully!

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Screen shot from Dead Rising. Its save system was quite controversial,with only one slot per device per profile. The option to save your character’s

level and abilities also received mixed reviews from players …

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Remove Impediments:Remove Impediments:HousekeepingHousekeeping� There are a few activities players should There are a few activities players should

be able to do virtually at any point in the be able to do virtually at any point in the game.game.� This includes pausing, quitting, saving and This includes pausing, quitting, saving and

loading, tuning options, and accessing help.loading, tuning options, and accessing help.� If these are handled gracefully, no one will If these are handled gracefully, no one will

notice, but they will be grateful.notice, but they will be grateful.� If handled poorly, everyone will notice and If handled poorly, everyone will notice and

complain.complain.

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Remove Impediments:Remove Impediments:BugsBugs� Nothing knocks a player out of a game quite Nothing knocks a player out of a game quite

like a bug.like a bug.� Designers can help keep bugs out of their Designers can help keep bugs out of their

games in several ways.games in several ways.� Be clear in design documents so things are not done Be clear in design documents so things are not done

wrong the first time round.wrong the first time round.� Be flexible in your design … if something might be Be flexible in your design … if something might be

buggy to code, try something else.buggy to code, try something else.� Stay involved to ensure the game is as it was Stay involved to ensure the game is as it was

intended … those deviations are bugs too!intended … those deviations are bugs too!� Remember, the earlier bugs are caught, the Remember, the earlier bugs are caught, the

easier they are to fix.easier they are to fix.

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Screen shot from Tomb Raider: Angel of Darkness. On the PC, this game was referred to by one source as “a bug-ridden mess”. Next time, don’t

rush to release a game to coincide with a movie launch!

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Screen shot from Showdown: Legends of Wrestling. On the consoles, thisgame was full of many glaring and obvious bugs. The disappointed fansrallied for boycotts and even a class action lawsuit over this one! Then

Acclaim went out of business. Gee … I wonder why?

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Red Dead Redemption waslargely regarded as a very well done

game in general, but it sure hadits share of bugs at the same time!

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Screen shots from Fallout New Vegas. Again, a very well donegame, but not without its share of glitches …

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Interface DesignInterface Design

� Creating an attractive yet functional Creating an attractive yet functional interface is vital to a game’s design.interface is vital to a game’s design.� What it looks like and sounds like.What it looks like and sounds like.� How information is presented to the user.How information is presented to the user.� How the player inputs commands.How the player inputs commands.

� Transparency here is critical.Transparency here is critical.� An ideal interface becomes invisible to the An ideal interface becomes invisible to the

player, allowing them to be immersed in the player, allowing them to be immersed in the game and playing effortlessly.game and playing effortlessly.

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Interface DesignInterface Design

� Vital information must be easy to get at.Vital information must be easy to get at.� The player should be able to understand what is The player should be able to understand what is

going on at a glance.going on at a glance.� Through a HUD, status bar, and so on.Through a HUD, status bar, and so on.

� Player viewpoint is also important.Player viewpoint is also important.� If it is hard to see the action, it is too hard to play.If it is hard to see the action, it is too hard to play.� Allowing the player to control or adjust their Allowing the player to control or adjust their

viewpoint can make things easier.viewpoint can make things easier.� You cannot rely on instincts to do this right.You cannot rely on instincts to do this right.

� You must try it out yourself, and let play testers try it You must try it out yourself, and let play testers try it as well before committing to it.as well before committing to it.

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Screen shot from Bayonetta. An interesting game with pretty unique and stunning visuals, but some reviewers have complained that several of the

hair-based moves are so large that they can obscure the action.

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Video from X-Play. This classic clip goes through the perils of bad camerasystems, including off-screen dangers and poorly handled transitions. Again,

if you can’t see what’s going on, there’s a problem. More on this later …

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Interface DesignInterface Design

� Elegance and ease of use are more important Elegance and ease of use are more important than increased functionality.than increased functionality.� If including a non-vital feature sacrifices some If including a non-vital feature sacrifices some

aspect of the interface, it is not worth it.aspect of the interface, it is not worth it.� Prototype the interface early and keep adjusting Prototype the interface early and keep adjusting

it as problems are found.it as problems are found.� The game ultimately must be easy to play.The game ultimately must be easy to play.

� The player should not have to fight the interface.The player should not have to fight the interface.� The point is to let the player do things quickly and The point is to let the player do things quickly and

simply … if it looks good, that’s a bonus.simply … if it looks good, that’s a bonus.� If looking good is confusing or makes it harder to play If looking good is confusing or makes it harder to play

the game, it is not worth it either.the game, it is not worth it either.

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Interface DesignInterface Design

� Other considerations:Other considerations:� Pay attention to genre conventionsPay attention to genre conventions� Be consistent, both in terms of style and Be consistent, both in terms of style and

functionality of the interfacefunctionality of the interface� Limit the steps required to take actionsLimit the steps required to take actions� Minimize physical stress caused by the Minimize physical stress caused by the

interface (in terms of repetition and layout)interface (in terms of repetition and layout)� Don’t strain the player’s short term memoryDon’t strain the player’s short term memory� Provide shortcuts for experienced playersProvide shortcuts for experienced players

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Interface DesignInterface Design

Screen shot from Unreal Tournament 2003. The interface is simple, clean,and easy to use. Everything needed can be found with a glance.

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Interface Design: What Interface Design: What the Player Needs to the Player Needs to KnowKnow� At any given point in time, your interface At any given point in time, your interface

needs to be able to answer the following needs to be able to answer the following questions for the player:questions for the player:� Where am I? What is close? What is far away?Where am I? What is close? What is far away?� What am I actually doing right now?What am I actually doing right now?� What challenges am I facing?What challenges am I facing?� Did my action succeed or fail?Did my action succeed or fail?� Do I have what I need to play successfully?Do I have what I need to play successfully?� Am I in danger of losing the game?Am I in danger of losing the game?� Am I making progress?Am I making progress?� What should I do next?What should I do next?� How did I do?How did I do?

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Interface Design: What Interface Design: What the Player Needs to the Player Needs to KnowKnow� This information must be prioritized and This information must be prioritized and

mapped onto various channels for presentation mapped onto various channels for presentation to the player. Possible channels include:to the player. Possible channels include:� The player’s avatar.The player’s avatar.� Non player characters.Non player characters.� Objects in the game world.Objects in the game world.� Various elements of the HUD. (The HUD could beVarious elements of the HUD. (The HUD could be

segmented to provide several channels itself …)segmented to provide several channels itself …)� The border of the screen.The border of the screen.� Controller feedback.Controller feedback.� Game sound effects.Game sound effects.� Game music.Game music.

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Interface Design: What Interface Design: What the Player Wants to Dothe Player Wants to Do� Just as the player needs to know things, the Just as the player needs to know things, the

player wants to be able to do things with your player wants to be able to do things with your interface, such as:interface, such as:� MoveMove� Look aroundLook around� Interact with non player charactersInteract with non player characters� Pick up portable objects and put them downPick up portable objects and put them down� Manipulate fixed objectsManipulate fixed objects� Construct and demolish objectsConstruct and demolish objects� Give orders to units or charactersGive orders to units or characters� Customize elements of the gameCustomize elements of the game� Talk to friends in the game (multiplayer games)Talk to friends in the game (multiplayer games)� Do housekeeping tasks as discussed earlierDo housekeeping tasks as discussed earlier

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Interface Design: What Interface Design: What the Player Wants to Dothe Player Wants to Do� These actions also need to be prioritized and These actions also need to be prioritized and

mapped onto the various controller options, mapped onto the various controller options, depending on the platform:depending on the platform:� Keyboard keys.Keyboard keys.� Mouse buttons, movement, and gestures.Mouse buttons, movement, and gestures.� Controller buttons, sticks, and pads.Controller buttons, sticks, and pads.� Controller motion and gestures.Controller motion and gestures.� Touch screen input and gestures.Touch screen input and gestures.� Microphone input.Microphone input.� Camera input.Camera input.� And so on …And so on …

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The Start-up ScreenThe Start-up Screen

� The player starting a game may be …The player starting a game may be …� A complete novice with little experience.A complete novice with little experience.� A first time player with lots of experience, A first time player with lots of experience,

eager to get into the action.eager to get into the action.� An expert on the game wanting to finish it.An expert on the game wanting to finish it.

� The initial game start-up screen must be able The initial game start-up screen must be able to accommodate all types of players.to accommodate all types of players.

� Must include options to:Must include options to:� Start a new game right away, load a saved game, Start a new game right away, load a saved game,

going to a tutorial or practice area, change game going to a tutorial or practice area, change game options, replay any opening sequence (which options, replay any opening sequence (which should be easy to bypass), and exit the game.should be easy to bypass), and exit the game.

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The Start-up ScreenThe Start-up Screen

Screen shot from Unreal Tournament 2003. The start-up screen includesall of the necessary components needed for the game.

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Customizable OptionsCustomizable Options

� The player should have as much control over The player should have as much control over the interface as possible.the interface as possible.� Try to make everything adjustable.Try to make everything adjustable.� This includes game controls, display settings, This includes game controls, display settings,

volume and sound, and so on.volume and sound, and so on.� Provide the best defaults (determined by testing), Provide the best defaults (determined by testing),

but let them be easily changed.but let them be easily changed.� Remember that different people have different Remember that different people have different

tastes, preferences, and priorities.tastes, preferences, and priorities.� When customizing the game, explain what each When customizing the game, explain what each

option does, and the impact of any changes.option does, and the impact of any changes.

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Customizable OptionsCustomizable Options

Screen shot from Unreal Tournament 2003. There are a lot ofoptions that can be tuned to meet user preferences.

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Cheat CodesCheat Codes

� Include as many cheat codes as you can, Include as many cheat codes as you can, while acknowledging that they break the while acknowledging that they break the play-balancing rules.play-balancing rules.� Some times, games can be quite enjoyable, Some times, games can be quite enjoyable,

even when the rules are being broken.even when the rules are being broken.� Let the player decide what is fun for Let the player decide what is fun for

themselves.themselves.� Cheats need to be tested too. If they Cheats need to be tested too. If they

violate some aspect of game integrity, violate some aspect of game integrity, this must be taken into account.this must be taken into account.

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Cheat CodesCheat Codes

Screen shot of Doom. Doom had cheat codes to give invulnerability,weapons and ammunition, power-ups, warps to new levels, and eventhe ability to walk through walls. Anyone remember IDKFA, IDDQD,

IDBEHOLD, and the ever popular IDSPISPOPD?

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Tutorial or Practice Tutorial or Practice ModeMode� Some players like to jump right into a game … Some players like to jump right into a game …

others need a chance to get their feet wet in a others need a chance to get their feet wet in a non-threatening atmosphere.non-threatening atmosphere.� A tutorial provides a player with hands-on A tutorial provides a player with hands-on

experience in an easy and forgiving environment.experience in an easy and forgiving environment.� It gives them the skills and techniques needed to It gives them the skills and techniques needed to

successfully play the game.successfully play the game.� You cannot assume that the player will actually You cannot assume that the player will actually

play the tutorial, however.play the tutorial, however.� If they play poorly without it, have other game If they play poorly without it, have other game

characters indicate that they need more practice!characters indicate that they need more practice!

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Tutorial or Practice Tutorial or Practice ModeMode

Screen shot from Dead or Alive Ultimate. A practice mode lets players honetheir skills before going into fights with real opponents.

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Screen shot from Bayonetta. The loading screen lets you practice yourmoves and combos. Good thing, because those screens can be there

for a long, long time in this game!

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Competit ion and Competit ion and CooperationCooperation� Competition occurs in a game when players Competition occurs in a game when players

have conflicting interests.have conflicting interests.� In other words, their goals are mutually exclusive.In other words, their goals are mutually exclusive.

� Cooperation occurs when players try to achieve Cooperation occurs when players try to achieve the same or related goals by working together.the same or related goals by working together.

� Gameplay can be neither competitive nor Gameplay can be neither competitive nor cooperative when players have different, cooperative when players have different, unrelated goals that are not mutually exclusive.unrelated goals that are not mutually exclusive.� In this case, the players are in the same game world, In this case, the players are in the same game world,

but not really playing the same game.but not really playing the same game.

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Competit ion and Competit ion and CooperationCooperation� Competition modes are ways to build Competition modes are ways to build

competition and cooperation into games.competition and cooperation into games.� Two-player competitive (you versus me)Two-player competitive (you versus me)� Multiplayer competitive (everyone for Multiplayer competitive (everyone for

themselves)themselves)� Multiplayer cooperative (all of us together)Multiplayer cooperative (all of us together)� Team-based (us versus them)Team-based (us versus them)� Single-player (me versus the situation)Single-player (me versus the situation)� Hybrid competition modes (some mixture)Hybrid competition modes (some mixture)

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Competit ion and Competit ion and CooperationCooperation

Screen shot from Gears of War 2. It has several different competition modes,including one of the most well done cooperative modes ever seen.

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BalanceBalance

� Properly balancing a game is one of the Properly balancing a game is one of the most difficult yet vital parts of game most difficult yet vital parts of game design.design.� An unbalanced game is less satisfying An unbalanced game is less satisfying

than one that is balanced.than one that is balanced.� No game should ever be decided by No game should ever be decided by

factors outside of the player’s control. factors outside of the player’s control. � If it happens, the game is not properly If it happens, the game is not properly

balanced.balanced.� There are many kinds of balance …There are many kinds of balance …

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BalanceBalance

Screen shot from World of Warcraft. This is a picture from the “Million GnomeMarch”, a protest organized in early 2005 over imbalances against Gnomes

in the game. Why are they mostly naked though? Shudder.

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Balance:Balance:FairnessFairness� A game should be fair so that no player A game should be fair so that no player

gets a special advantage other than their gets a special advantage other than their own skill, experience, and judgment.own skill, experience, and judgment.

� There can be luck in the game, but it There can be luck in the game, but it should apply evenly to all players.should apply evenly to all players.

� There are two main approaches to this, There are two main approaches to this, through symmetry and asymmetry.through symmetry and asymmetry.

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Balance:Balance:Fairness Through Fairness Through SymmetrySymmetry� The simplest way to fairness is symmetry. The simplest way to fairness is symmetry.

� Every weapon, vehicle, character, and other game Every weapon, vehicle, character, and other game element has counterparts for the opposing side with element has counterparts for the opposing side with exactly the same characteristics.exactly the same characteristics.

� All sides have equal access to securing resources All sides have equal access to securing resources and powers during the game.and powers during the game.

� Most traditional board games (e.g. chess and Most traditional board games (e.g. chess and checkers) and sports take this approach to checkers) and sports take this approach to achieving fairness.achieving fairness.

� While symmetry is easy to apply, asymmetry is While symmetry is easy to apply, asymmetry is sometimes more interesting, realistic, and sometimes more interesting, realistic, and aesthetically pleasing …aesthetically pleasing …

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Balance: Balance: Fairness Through Fairness Through SymmetrySymmetry

Screen shot from Warcraft: Orcs & Humans. Balance is critical in agame like this to ensure fairness to all players. Symmetrical

balancing was used here …

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Balance: Fairness Balance: Fairness Through AsymmetryThrough Asymmetry� In this case, opponents have different abilities In this case, opponents have different abilities

and resources. This serves many purposes:and resources. This serves many purposes:� Simulating real-world scenarios.Simulating real-world scenarios.� Giving players more opportunities to explore and Giving players more opportunities to explore and

experiment with the gamespace.experiment with the gamespace.� Allowing personalization and choice.Allowing personalization and choice.� Leveling the playing field.Leveling the playing field.� Creating more interesting situations.Creating more interesting situations.

� It is important to remember that when It is important to remember that when asymmetry is used, a significant balancingasymmetry is used, a significant balancingtask inevitably lies ahead …task inevitably lies ahead …

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Balance: FairnessBalance: FairnessThrough AsymmetryThrough Asymmetry

Screen shot from Warcraft III. Balance is still critical here. Asymmetrical balancing was used in this case …

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Balance: FairnessBalance: FairnessThrough AsymmetryThrough Asymmetry� A common approach used is the technique A common approach used is the technique

behind the game Rock, behind the game Rock, Paper, Scissors.Paper, Scissors.

� Whenever somethingWhenever somethingin the game has anin the game has anadvantage overadvantage oversomething else, a thirdsomething else, a thirdthing has advantagething has advantageover the first thing.over the first thing.

� In taking this approach, nothing in the game In taking this approach, nothing in the game is supreme, and every game element has both is supreme, and every game element has both strengths and weaknesses.strengths and weaknesses.

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Balance: FairnessBalance: FairnessThrough AsymmetryThrough Asymmetry� In the end, the best way to provide fairness is In the end, the best way to provide fairness is

rigorous play testing.rigorous play testing.� Allow asymmetries in the game.Allow asymmetries in the game.� Let testers identify where unfairness lies and adjust Let testers identify where unfairness lies and adjust

game characteristics accordingly. game characteristics accordingly. � Be prepared to make numerous tweaks and Be prepared to make numerous tweaks and

adjustments along the way.adjustments along the way.� In such cases, it is important to get the game in a In such cases, it is important to get the game in a

playable state as early in development as possible.playable state as early in development as possible.� That way, there will be time for extensive play testing That way, there will be time for extensive play testing

without impacting schedule or budget.without impacting schedule or budget.

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Let’s just hope that balancing decisions for gamesaren’t made like this …

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Balance:Balance:Challenge and SuccessChallenge and Success� Recall the tight balance to achieve flow:Recall the tight balance to achieve flow:

� If play is too challenging, the player is frustrated.If play is too challenging, the player is frustrated.� If the player succeeds too easily, they are bored.If the player succeeds too easily, they are bored.

� How do we strike the right balance?How do we strike the right balance?� Increase difficulty with each success.Increase difficulty with each success.� Let players get through easy parts fast.Let players get through easy parts fast.� Create layers, levels, or grades of challenge.Create layers, levels, or grades of challenge.� Provide multiple levels or self-tuning difficulty.Provide multiple levels or self-tuning difficulty.� Play test with a variety of players.Play test with a variety of players.

� We will discuss challenge in more detail later …We will discuss challenge in more detail later …

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Screen shot from Angry Birds Seasons. In Angry Birds, as long as youget all the pigs, you can advance a level. For a bigger challenge (and more

prestige), you can aim for getting three stars on each level.

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Balance:Balance:Meaningful ChoiceMeaningful Choice� A good game gives the player meaningful A good game gives the player meaningful

choices, those with a real impact.choices, those with a real impact.� Too often, choices are meaningless:Too often, choices are meaningless:

� You have dozens of things you can choose from, You have dozens of things you can choose from, with the same results no matter what.with the same results no matter what.

� You have lots to choose from, most of which no You have lots to choose from, most of which no one would ever want to choose.one would ever want to choose.

� When you have a dominant choice, something When you have a dominant choice, something clearly better than the other options, then the clearly better than the other options, then the game lacks balance and will suffer for it.game lacks balance and will suffer for it.

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The Vulture vehicle from Starcraft. Largely regarded as one of the mostuseless in the game, it was essentially a non-choice for players.

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Screen shot from Heavy Rain. This game was full of meaningful choices,and did an excellent job of delivering them. Just what would you do

to save your child? It really made you think about that …

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Balance:Balance:Meaningful ChoiceMeaningful Choice� The number of choices must be balanced too, The number of choices must be balanced too,

based on what the player desires and needs.based on what the player desires and needs.� According to Michael Mateas:According to Michael Mateas:

� If Choices > Desires, the player is overwhelmed.If Choices > Desires, the player is overwhelmed.� If Choices < Desires, the player is frustrated.If Choices < Desires, the player is frustrated.� If Choices = Desires, the player has a feeling ofIf Choices = Desires, the player has a feeling of

freedom and fulfillment.freedom and fulfillment.� To determine the number of choices, you need To determine the number of choices, you need

to figure out the types and number of things to figure out the types and number of things that the player would like to do.that the player would like to do.

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Screen shot from The Sims 3. In outfitting your characters, you would expectdozens of choices. Fewer than that, and you would be frustrated by the lack

of options.

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Screen shot of Gears of War 2. The player is presented with an option oftwo paths to take … an interesting choice. Imagine if you had dozens to

choose from? That could be overwhelming …

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BalanceBalance

� Balance takes many forms in the design Balance takes many forms in the design of a video game.of a video game.

� We will return to balance-related issues We will return to balance-related issues later in the course when we examine later in the course when we examine various trade-offs in design.various trade-offs in design.� In a way, each of these trade-offs is a In a way, each of these trade-offs is a

form of balancing …form of balancing …

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Trial and ErrorTrial and Error

� Players should not face obstacles that can only Players should not face obstacles that can only be overcome through trial and error.be overcome through trial and error.� A player may be able to overcome obstacles in this A player may be able to overcome obstacles in this

way, but it should not be the only way.way, but it should not be the only way.� There should always be some way that each There should always be some way that each

obstacle can be overcome on the first attempt.obstacle can be overcome on the first attempt.� Requiring a player to fail repeatedly to complete a Requiring a player to fail repeatedly to complete a

game is inherently unfair.game is inherently unfair.� In theory, a player should be able to complete a In theory, a player should be able to complete a

game on the first attempt, without dying.game on the first attempt, without dying.� It should be highly unlikely, but it should still be It should be highly unlikely, but it should still be

possible.possible.

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Taking Care of the Taking Care of the PlayerPlayer� Remember that you are not the Remember that you are not the

player’s adversary.player’s adversary.� Your job is to help the player enjoy Your job is to help the player enjoy

the game you have created.the game you have created.� This is difficult since this often involves This is difficult since this often involves

challenging the player.challenging the player.� There is a delicate balance between There is a delicate balance between

pleasure and frustration.pleasure and frustration.� There are many ways to design a game There are many ways to design a game

to help the player get through it.to help the player get through it.

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Taking Care of the Taking Care of the PlayerPlayer� Dead man walking.Dead man walking.

� Do not put the player into a position where Do not put the player into a position where winning is impossible and the player does winning is impossible and the player does not know it.not know it.

� Tends to happen in adventure games, but Tends to happen in adventure games, but can happen in other genres as well.can happen in other genres as well.

� The player should be able to trust that, at any The player should be able to trust that, at any given moment, if they do the right thing, the given moment, if they do the right thing, the game can still be won.game can still be won.

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Taking Care of the Taking Care of the PlayerPlayer

Screen shot from Dragon’s Lair 3D. Frequently, this game does not properlytake care of the player. It is quite possible to get stuck with no way forward,

and no way back either. Insanely frustrating at times!

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Taking Care of the Taking Care of the PlayerPlayer� Dead man still walking.Dead man still walking.

� For that matter, a player should never be put For that matter, a player should never be put in a situation where winning is impossible, in a situation where winning is impossible, even if the player knows it.even if the player knows it.

� Winning might be incredibly improbable, but Winning might be incredibly improbable, but it should always be possible.it should always be possible.

� Players should be able to get out of situations Players should be able to get out of situations where defeat seems inevitable.where defeat seems inevitable.

� Players should never get stuck in a situation alive Players should never get stuck in a situation alive where they cannot continue to win the game.where they cannot continue to win the game.

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Taking Care of the Taking Care of the PlayerPlayer� Protect newbies.Protect newbies.

� When a game begins, take it easy on the When a game begins, take it easy on the beginner player.beginner player.

� New players need a chance to learn how to New players need a chance to learn how to play the game safely.play the game safely.

� Nothing is worse than not being able to Nothing is worse than not being able to overcome the first challenge in a game, overcome the first challenge in a game, whether it be the simplest opponent, whether it be the simplest opponent, puzzle, and so on.puzzle, and so on.

� This can be humiliating, and discourages the This can be humiliating, and discourages the player from continuing to play.player from continuing to play.

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Taking Care of the Taking Care of the PlayerPlayer

Screen shot from Halo Reach. Your squad mates did a goodjob watching your back early in the game. Good for protecting newbies

until they could look after themselves.

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Taking Care of the Taking Care of the PlayerPlayer

Screen shot from Resistance: Fall of Man. This PS3 game also providedcomrades in early stages to help protect the newbies. They also appeared

later in the game to help give the player more breathing room.

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Taking Care of the Taking Care of the PlayerPlayer� Over and over and over …Over and over and over …

� Players should not be punished by having to repeat Players should not be punished by having to repeat a complex and difficult sequence of actions every a complex and difficult sequence of actions every time one small part is done wrong.time one small part is done wrong.

� Some games have levels in this fashion, where no Some games have levels in this fashion, where no matter how close the player is to completion, one matter how close the player is to completion, one false step sends the player back to start over.false step sends the player back to start over.

� This is absolutely, positively, not fun!This is absolutely, positively, not fun!� This can be solved through the use of saved games, This can be solved through the use of saved games,

or checkpoints that can avoid redoing the whole or checkpoints that can avoid redoing the whole sequence of actions.sequence of actions.

� Of course, the best solution is to avoid designing Of course, the best solution is to avoid designing such a sequence into a game in the first place.such a sequence into a game in the first place.

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Taking Care of the Taking Care of the PlayerPlayer

Screen shot from Halo Reach. Like all games in this series, it uses checkpointing to prevent excessive level repetition when the player dies.

If a game has long levels or missions to complete, checkpointing is a must.

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Screen shot from Bayonetta. Some boss fights, like the last sequence inthe game, contain checkpoints so you don’t have to repeat it all when

you die. I hope more games start to do this!

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Screen shot from New Super Mario Bros. In this game, failing a bossfight frequently means you have to re-do the entire level leading up to

the boss. The levels are generally fun, but do we really have todo them over and over again?

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Taking Care of the Taking Care of the PlayerPlayer� Give the player the information they need.Give the player the information they need.

� All knowledge a player needs in order to play a All knowledge a player needs in order to play a game should be included within the game.game should be included within the game.

� All the information should be in the game, rather All the information should be in the game, rather than a manual, strategy guide or some kind of than a manual, strategy guide or some kind of companion website.companion website.

� Some games have undocumented features that can Some games have undocumented features that can be fun, but do not make them essential to the game, be fun, but do not make them essential to the game, because not everyone will find them.because not everyone will find them.

� Since you cannot be sure what your players know Since you cannot be sure what your players know entering your game, any special knowledge needed entering your game, any special knowledge needed to complete the game must be made available to the to complete the game must be made available to the player inside the game.player inside the game.

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Taking Care of the Taking Care of the PlayerPlayer� Reduce player paranoia.Reduce player paranoia.

� Players often spend much of a game Players often spend much of a game worrying if they are doing the right thing or worrying if they are doing the right thing or following the right path.following the right path.

� They need some form of reassurance when They need some form of reassurance when they are doing the right thing … some sort of they are doing the right thing … some sort of incremental rewards as they progress incremental rewards as they progress towards their goals.towards their goals.

� If they are straying, gently let them know and If they are straying, gently let them know and steer them in the right direction.steer them in the right direction.

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Taking Care of the Taking Care of the PlayerPlayer� Offer levels of difficulty.Offer levels of difficulty.

� As discussed earlier, by providing several As discussed earlier, by providing several levels of difficulty, the player can tune the levels of difficulty, the player can tune the game to their own level of ability and game to their own level of ability and experience.experience.

� Having novice, intermediate, and expert Having novice, intermediate, and expert levels are a good start.levels are a good start.

� Levels of difficulty can be provided in all Levels of difficulty can be provided in all types of game, though some require more types of game, though some require more careful thought than others.careful thought than others.

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Taking Care of the Taking Care of the PlayerPlayer

Screen shot from Wolfenstein 3D. It had multiple levels of difficulty,with some very creative names!