formal elements of games maribeth gandy and jeff wilson based of ch 3 of game design workshop by...
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![Page 1: Formal Elements of Games Maribeth Gandy and Jeff Wilson Based of Ch 3 of Game Design Workshop by Tracy Fullerton](https://reader036.vdocument.in/reader036/viewer/2022062421/56649dc85503460f94abe7de/html5/thumbnails/1.jpg)
Formal Elements of Games
Maribeth Gandy and Jeff Wilson
Based of Ch 3 of Game Design Workshop by Tracy Fullerton
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Formal Elements of Katamari Damacy
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Players
• 1 player
• 2 players (split screen mode)
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Player Interaction Mode
• Single player versus game
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Player Interaction Mode
• Player versus Player
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Other interaction modes not in Katamari Damacy
• Multiple Individual Players vs. Game (bingo)• Multilateral Competition (poker, Quake, etc.)• Unilateral Competition (tag, Scotland Yard)• Cooperative Play (LotR board game, EverQuest
co-op quests)• Team Competition (Battlefield 1942, football)
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Objective
• Primary: Make your Katamari as big as the King of All Cosmos requires
• Secondary:– Pick up presents– Substantially surpass the kings expectations of
katamari size– Various side quests
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General Objective Categories
• Capture items in the environment
• Explore the environment
• Lesser Objectives:– Chase creatures in environment
• Be chased if you’re too small
– Align items you roll up (in optimal orientation)
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Other General Objective Categories not in Katamari
Damacy• Chase (Terminator)
• Race (Gran Turismo)
• Rescue or Escape (Super Mario Bros., Ico)
• Forbidden Act (Operation)
• Construction (SimCity)
• Solution (Monkey Island)
• Outwit (Trivial Pursuit)
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Procedures
• Starting Action
• Progression of Action
• Special Actions
• Resolving Actions
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Starting Action
• Globe menu
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Progression of Action
• Dual Stick Controls (“tank style” like BattleZone)– Speed charge up– Quick turn around
• Shoulder buttons– Look mode– Jump (for view)
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Special Actions
• None – there are special objectives, but procedure remains the same throughout
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Resolving Action
• Generally no special action is taken to complete a level (just wait for time to run out as dictated by System Procedures)
• One of the side quests requires selecting when to end level
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System Procedures
• Explicit Rules (such as time limit)
• AI
• Collision Detection
• Etc.
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Rules
• Implemented as System Procedures
• Rules Defining Objects/Concepts
• Rules Restricting Actions
• Rules Determining Effects
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Rules Defining Objects/Concepts
• Katamari is an object that the prince pushes to collect junk
• Simplified objects representing things from the real world
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Rules Restricting Actions
• Time Limit• Physical
boundaries• Path
blocked by obstacles
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Rules Determining Effects
• Roll over a small object, you pick it up
• Attempt to roll over a big object, will cause you to bump against it and jar some items loose
• Small animals run away
• Big animals attack
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Resources
• Small Objects
• Time
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Conflict
• Obstacles– Large items– terrain
• Opponents– animals
• Dilemmas– Deciding where to go to pick stuff up
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Boundaries
• Continuously evolving based on perspective– Size of Katamari dictates what is a boundary or
not– Too small: can’t roll over steps, fences, etc.– Get too big, you get closed off from small
passage ways
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• Meet Kings objective? Move on to next level until all levels are complete (award: see ending sequence)
• Fail? Try level again!• Find present? Available item to use in
future levels (mostly just decorations)• Fail? Try level again!• Try to set personal bests
Outcome