Game Design

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THOUGHTS ON GAME DESIGN FROM

Caitlin Kelleher

Question:

What is a game?

Many of these slides in this talk were created by ETC Professor Jesse Schell for his Game Design course.

http://www.etc.cmu.edu/curriculum/gamedesign/
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What is a Game?
• “Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrial outcome.” – Elliot Avedon and Brian Sutton-Smith
– Entered willfully, has goals, has conflict, has rules, can be won and lost

• “[A game is] an interactive structure of endogenous meaning that requires players to struggle toward a goal.” – Greg Costikyan
– Interactive, challenge, internal value

• “A game is a closed, formal system, that engages players in structured conflict, and resolves in an unequal outcome.” – Fullerton, Swain, and Hoffman
– Engage players; closed, formal systems.

The Ten Qualities
• • • • • Q1) Games are entered willfully. Q2) Games have goals. Q3) Games have conflict. Q4) Games have rules. Q5) Games can be won and lost. • Q6) Games are interactive. • Q7) Games have challenge. • Q8) Games can create their own internal value. • Q9) Games engage players. • Q10) Games are closed, formal systems.

A game is a problem solving activity approached with a playful attitude.

The Elemental Tetrad
Aesthetics

Mechanics

Story

Technology

Question:

What if you were to make an “improved” version of tic-tac-toe?

Free Associating

AESTHETICS

TECHNOLOGY

MECHANICS

Achi – South Africa

STORY

Story?

The Journey of the Hero

Birth Fabulous circumstances surrounding conception, birth, and childhood establish the hero's background and often constitute their own myth.

Call to Adventure The hero is called to adventure by some external event or messenger. The hero may accept the call willingly or reluctantly.

Helpers/Amulet During the early stages of the journey, the hero will often receive aid from a protective figure. This supernatural helper can take a wide variety of forms, such as a wizard, and old man, a dwarf, a crone, or a fairy godmother. The helper commonly gives the hero a protective amulet or weapon for the journey.

Crossing the Threshold Upon reaching the threshold of adventure, the hero must undergo some sort of ordeal in order to pass from the everyday world into the world of adventure. This trial may be as painless as entering a dark cave or as violent as being swallowed up by a whale. The important feature is the contrast between the familiar world of light and the dark, unknown world of adventure.

Tests The hero travels through the dreamlike world of adventure where he must undergo a series of tests. These trials are often violent encounters with monsters, sorcerers, warriors, or forces of nature. Each successful test further proves the hero's ability and advances the journey toward its climax.

Helpers The hero is often accompanied on the journey by a helper who assists in the series of tests and generally serves as a loyal companion. Alternately, the hero may encounter a supernatural helper in the world of adventure who fulfills this function.

Climax/Final Battle This is the critical moment in the hero's journey in which there is often a final battle with a monster, wizard, or warrior which facilitates the particular resolution of the adventure.

Flight After accomplishing the mission, the hero must return to the threshold of adventure and prepare for a return to the everyday world. If the hero has angered the opposing forces by stealing the elixir or killing a powerful monster, the return may take the form of a hasty flight. If the hero has been given the elixir freely, the flight may be a benign stage of the journey

Return The hero again crosses the threshold of adventure and returns to the everyday world of daylight. The return usually takes the form of an awakening, rebirth, resurrection, or a simple emergence from a cave or forest. Sometimes the hero is pulled out of the adventure world by a force from the daylight world.

Elixir The object, knowledge, or blessing that the hero acquired during the adventure is now put to use in the everyday world. Often it has a restorative or healing function, but it also serves to define the hero's role in the society.

Giving players the illusion of freedom.

INTERACTIVE STORY

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Façade
• Façade, by Michael Mateas and Andrew Stern

ENGAGEMENT WITH CHARACTERS
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Robinett’s Adventure

Adventure II Poll

SKILL AND REWARD

June 2001

User Interface Design,

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Stay in the Skill Sweet Spot

Dull

Player’s skill Line of playability Frustrating

Game Progress

Skill Taxonomy
• Physical
– Strength – Dexterity – Coordination

• Social
– Reading an opponent – Fooling an opponent – Team communication

• Mental
– Memory – Puzzle Solving – Observation

LeBlanc’s Pleasures
• • • • Sensation Fantasy Narrative Challenge • • • • Fellowship Discovery Expression Submission

And friends…
Anticipation Delight in another’s misfortune Gift Giving Humor Possibility Pride in an accomplishment Purification Surprise Thrill Triumph over Adversity Wonder

Question:

How do you make a great game?

Hint:

It’s not about the graphics.

START WITH A GREAT IDEA

Three reasons for a clear problem statement
1) Broader creative space 2) Clear measurement of success 3) Better Communication

Brainstorming

Brainstorming Rules
1) 2) 3) 4) Don’t allow criticism. Encourage wild ideas. Go for quantity. Combine and/or improve on others’ ideas. 5) One conversation at a time. 6) Stay focused on the topic.

Brainstorming Tips
1) 2) 3) 4) 5) The Write Answer Write or Type? Sketch Toys Change Your Perspective 6) Immerse Yourself 7) Crack Jokes 8) Spare No Expense 9) The Writing on the Wall 10)The Space Remembers 11)Write Everything 12)Number Your Lists 13)Mix and Match Categories 14)Talk to Yourself 15)Find a Partner

Brainstorming Article
• A nice article on productive brainstorming:
– Eight Tips for Better Brainstorming – http://www.businessweek.com/innovate/content/jul2006/ id20060726_517774.htm?chan=innovation_innovation++ +design_innovation+and+design+lead

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Which idea should I pick?

Pick something!

NOW

WHAT?

Build it!

Iteration

The Waterfall Model Danger – Keep back!

The Spiral Model Bow down before it

Barry Boehm loves you

Rule of the Loop
• The more times you test and improve your design, the better your game will be. State the problem Brainstorm some possible solutions Choose a solution List the risks of using that solution (stop thinking positive!) Build prototypes to mitigate the risks Test the prototypes. If they are good enough, stop. State the new problems you are trying to solve, and go back to step 2.

1) 2) 3) 4) 5) 6) 7)

Tips for Productive Prototyping
1) 2) 3) 4) 5) 6) 7) 8) Answer a Question Forget Quality Don’t Get Attached Prioritize Your Prototypes Parallelize Prototypes Productively It Doesn't Have to be Digital Pick a “fast loop” Game Engine Build the Toy First

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