lafs game mechanics - the core mechanic
TRANSCRIPT
CORE MECHANICSLevel 1
David MullichGame MechanicsThe Los Angeles Film School
Class Topics1. Core Mechanics2. Progression Mechanics3. Tactical Mechanics4. Resource Management Mechanics5. Social Mechanics6. Information and Game Mechanics7. Randomness and Game Mechanics8. Narrative and Game Mechanics9. Balancing Game Mechanics10. Replayability and Game Mechanics
Who Am I? David Mullich
[email protected]@David_Mullichwww.electricsheep.biz
Instructor at LAFS Game Designer at Electric Sheep Game
Consulting Co-creator of Boy Scouts of America
Game Design Merit Badge
HOW THIS CLASS WORKS
Class Grading 20%: 10 Labs 30%: 10 Assignments 30%: 3 Tests 10%: Professionalism 10%: Attendance*
2% Extra Credit for playtesting Game Fair games
* 35%+ absences is an automatic fail.
Be Your Own Career Entrepreneur
Devotion Persistence Reinvention
3 Keys To Success
Remember, This Is A College Class
Studying game development at college is still college study.
Take Notes
Having one of these is a minimum requirement.
At all times.
Study
Review the online Lecture Notes
Think Understand Reflect and Connect
Tests Study for your tests! Refer to the slides. If you see on a slide, it will probably
be on the test. If you don’t know the answer to a test
question, guess! There are no points deducted for wrong
answers on multiple-choice questions I will award some points for clever or
knowledgeable answers on short-answer questions, even if they weren’t the answer I was looking for.
Labs
Game development is a team sport. Each of your labs is a group assignment in which everyone must participate.
Assignments
Do your homework assignments on the LMS (Learning Management System).
Word CountsWord counts are there for a reason.
Use them wisely and avoid: Padding Going off topic Repeating yourself Padding by stating the obvious in a way that takes
quite a lot of words but really isn’t saying anything new
Repeating yourself but in a different way Padding, wadding, lining, extemporising, extraneous
content or going on any other kind of Synonym Safari TM
Creativity Within ConstraintsIf you can’t be bothered to: be creative strive for originality even within
established norms or constraints look beyond your initial idea actually enjoy and actively want to do
the above
Then get used to the phrase “Would you like fries with that?”
Deliver Work On Time
Develop a habit of delivering work on time.
In the game industry, when work is late, people don’t get paid.
Pssst....Sometimes developers make false internal deadlines to avoid calamity such as missed milestone payments. Maybe you could do the same if graduation is at stake?
School Is Your Job
Yes, these are important: Part-time work Family Friends Fun
But don’t neglect your school work!
PROFESSIONALISM
All Business is Communication
Good Communication
Precise Clear Brief
Written CommunicationInformal Communication
Its cool to werk in gamez.u get too do anything u want & stuff
Formal Communication
It’s cool to work in games. You get to do anything you want and stuff.
Written Communication Capitalize the beginning of sentences,
names, game titles, and the word “I” Use proper spelling and punctuation Put a space between punctuation mark
ending a sentence and the start of the next sentence
Don’t use “u” for “you”, or “&” for “and” Don’t confuse “its” and “it’s”
Attention to detial
It matters.
First Rule of Success: Show Up
DON’T BE TARDYBut if you know you will be late, EMAIL ME!
DON’T BE ABSENTBut if you know you will be gone, EMAIL ME!
“All I want to do is just pass this class”
Classes are not kidney stones.
If you think about them in these terms, maybe you’re on the wrong career path?
Impressions
Your colleagues and faculty will most likely be your doorway into the industry.
How do you want them to think of you?
ZERO HERO
The Golden Rule
GAME MECHANICS
What Is A Game Mechanic?
Game Mechanic
Action: What players actually do in the game
Purpose: The reason why players are doing it
The Core Mechanic(s)
The action(s) that the player uses most frequently to progress in the game.
Examples of Core Mechanics
Game Core Action Core PurposeChess Position pieces to capture opponent’s piecesCandy Crush Match 3 pieces to destroy themTetris Rotate pieces to create linesSuper Smash Bros Attack to knock opponent backDoom Run and shoot to kill enemiesWorld of Warcraft Kill to earn experience
Write down an activity of any kind – related to work, school, fun, chores, anything.
Come up with a verb, based on this activity, that you think would make a good basis for a game.
Identify:Core ActionCore Purpose
The Core Loop
The Skinner Box
Extra Credits: How Games Condition Us To Play More
What Was The Main Message Of This Video?
Where Mechanics Fit In
MECHANICS AND GAME STRUCTURE
Mechanics and Structure ElementsMechanics: Allowed by Procedures Follow Rules Consume or Produce Resources Impeded by Challenge Occur within Boundaries
Procedures Starting Action Progression of Action Special Actions Resolving Actions
Rules Affect Procedures
Rules Limit Actions
Resources “Fuel” And Are Produced By Actions
Conflict Impedes Actions
Boundaries Restrict Actions
GAME OBJECTS
Focus Loci
The game elements through which the player’s actions are taken.
Types of Focus Loci In-World: Avatars, Units, Characters Beyond World: God’s Finger Physical Components: Cards, Dice
Why Designers Use Focus Loci Cognitive Immersion Spatial Immersion Sensory-Motor Immersion Area Control
Focus Loci Design Considerations Location Number Actions
Avatars
A game element through which the player carries out actions and affects the Game World.
Why Designers Use Avatars Emotional Immersion Spatial Immersion First/Third Person Views Ownership
Avatar Design Considerations Actions/Attributes Camera Perspective Multiplayer Personality Persistence
Additional Avatar Balancing
Less Difficult Lives Ability Improvement Privileged Abilities Tools
Inaccessible Areas
Parts of the game world that the player can perceive but cannot currently enter.
Why Designers Use Inaccessible Areas Enlarge Game World Easter Eggs Smooth Learning Curves Movement Limitations Protection
Inaccessible Area Design Considerations How Blocked What Has Access When Is It Accessible Affecting Actions
Additional Inaccessible Area BalancingLess Difficult Player Privileged Movement Safe Havens
More Difficult Deadly Traps
Obstacles
Game elements that hinder players from taking the shortest route in the game.
Why Designers Use Obstacles Non-Deadly Movement Limitations Game World Navigation Paths Leaps of Faith Decisions Narrative Structure Hindering Aim & Shoot Actions Balancing Traverse or Exploration Goals
Obstacle Design Considerations Paths Blocked Size Inaccessible Area Boundary How Bypassed Other Penalties
Additional Obstacle Balancing
Less Difficult Player Privileged Movement Player Privileged Abilities
Deadly Traps
Game events that kill avatars and units if they are within the trap’s area of effect.
Trap Detection Trap is visible and effects are clear Trap and effects can be detected by
examination Trap and effects can’t be detected before
activation
Why Designers Use Deadly Traps Deadly Movement Limitations Narrative Structure Inaccessible Area Limitations Rhythm-Based Actions and Maneuvering Memorization Surprises Supports Rescue and Survive Goals (without
opponents) Balances Evade, Exploration, Reconnaissance Goals
Deadly Trap Design Considerations Effects Time Delay Detection
Additional Deadly Trap BalancingLess Difficult Outstanding Features Consumes Resources
Lives
The number of chances a player has in a play session before it is terminated.
Why Designers Use Lives Balance Game Elements:
TensionThreatCombatSession Length
Balance Game Goals:SurvivalLast Man StandingKing of the Hill (with elimination)
Life Design Considerations Causes Consequences Number of Lives Replenishment
Additional Life Balancing
Less Difficult Damage Life Pick-Ups
More Difficult Enemies Deadly Traps
GAME ACTIONS
Movement
The action of moving game elements within the game boundaries.
Why Designers Use Movement Game World Navigation Progress Indicator Dexterity-Based Actions Puzzle Solving (in turn-based games) Spatial Immersion (in real-time games) Supports Race, Capture, Stealth, Herd,
Delivery, Traverse, Collection goals
Movement Design Considerations What Can Move? How Does It Move? Enhancements Limitations
Additional Movement BalancingLess Difficult Pick-Ups Power-Ups
More Difficult Movement Complexity Freedom of Movement Movement Limitations Obstacles and Deadly Traps Inaccessible Areas
Maneuvering
Controlling the movement of game objects in real-time games.
Why Designers Use Maneuvering Game World Navigation Dexterity-Based Actions Puzzle Solving Spatial Immersion Balancing Aim & Shoot Actions Supports Evade and Collection Goals
Maneuvering Design Considerations Obstacles / Pick-Ups Speed Number
Additional Maneuvering Balancing
Less Difficult Power-Ups
More Difficult Movement Complexity Freedom of Movement Movement Limitations Deadly Traps Inaccessible Areas
What Is The Different Between Moving And Maneuvering?
ACTIONS CONTROL
Privileged Abilities
Abilities that let players perform actions not readily available to all other players.
Timing of Privileged Actions Beginning of Game or Turn During Game or Turn During Particular Time Intervals With Power-Ups and Other Game
Elements
Why Designers Use Privileged Abilities Empowerment Planning Character Development Team Development and Social Status Balances Movement, Combat, and
Construction Investments in Competence Areas Supports Gain Competence Goals
Privileged Ability Design Considerations What Action When Usable Which Focus Loci What Players Team Play Impact
Additional Privileged Ability BalancingMore Difficult Time Limits Budgeted Action Points
Budgeted Action Points
Resource used to determine what and how many actions can be performed during a player’s turn.
Why Designers Use Budgeted Action Points Balance Movement Balance Privileged Abilities
Budgeted Action Points Design Considerations Actions How Budgeted
Experimentation
Performing actions to learn how the rules of cause and effect work in a game.
Why Designers Use Experimentation Smooth Learning Curves Cognitive Immersion and Strategic
Planning Provides Strategic Knowledge Balances Difficulty Supports Gain Information Goals Promotes Game Mastery
Experimentation Design Considerations Actions or Game State? Risk/Reward Consequences Safe Havens
Additional Experimentation BalancingLess Difficulty Dedicated Game Facilitators
More Difficult Quick Games
Irreversible Actions
Actions whose effect on the game state cannot be undone.
Why Designers Use Irreversible Actions Restrict Experimentation Closure Surprises Alarms Balances Puzzle Solving, Transfer of
Control, and Levels
Irreversible Actions Design Considerations Actions
Additional Irreversible Action BalancingMore/Less Difficulty Interruptible Delayed Effect
Downtime
Player cannot directly affect the outcome of a game for a period of time.
Causes of DowntimeDesigned Waiting or Skipping Turns Temporary Ability Losses
Technical Loading/Saving Cut Scenes Ultra-Powerful Event
Player Initiated Cognitive Immersion Analysis Paralysis
Why Designers Use Downtime Penalty Tension Anticipation
Downtime Design Considerations Causes Length
Additional Downtime BalancingReducing Analysis Paralysis Level of Difficulty and Complexity Limited Planning Ability Limited Resources and Actions
Turning Downtime Into Uptime Negotiation
Moving It Along Dedicated Game Facilitators Game Masters
GOALS
Survive
Trying to avoid being killed by the actions of other players and events in the game.
Why Designers Use Survive Goals Promotes Tension Supports Race, Last Man Standing Goals Prevents Elimination Goals
Survive Goal Considerations Surviving Elements Danger Avoidance Consequences of Death Lives
Additional Survival Goal BalancingLess Difficult Players can conceal themselves
More Difficult Enemies have Elimination goal
Traverse
The goal to try to move a game element from one position in the game to another.
Why Designers Use Traverse Goals Clear Goal and Progress Indicator Supports Race, Delivery and Herd Goals Balances Aim & Shoot and Stealth
Traverse Goal Considerations Which Element Game Space Paths How Does It Move? Known Goal Point Location?
Additional Traverse Goal BalancingLess Difficult Player has privileged movement Strategic Location Path Clues Safe havens
More Difficult Indirect control over moving element Enemies to evade Elements to herd
Choose one of the following games to play:
Candyland (2-4p, 15-30m) Checkers (2p, 15-30m) En Garde (2p, 20-30m)
*Forbidden Desert (2-5p, 45m) Hey, That’s My Fish! (2-4p, 20m) Space Alert (1-5p, 30m)
Group Quest
Design an analog game prototype based on mechanics supporting one of the following goals: Survive Traverse
Research and use the LMS to report on games using action controls discussed in class.