CSE1GDT from Ideas to Designs Paul Taylor 2010. April 14, 2000.... ...
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Transcript of CSE1GDT from Ideas to Designs Paul Taylor 2010. April 14, 2000.... ...
Expectations...
• 40 Million Dollars later it sold...
• 200,000 Copies
http://t1.gstatic.com/images?q=tbn:G4-Zr60TjkWgdM:http://www.deafgamers.com/daikatana1.jpg&t=1
Daikatana
• On the Nintendo 64 one could NOT use the Daikatana!!!
http://arstechnica.com/reviews/2q00/daikatana/daik5.jpg
The Adventures of Toastie
(Toastie is the cat from last week)Art style• Perhaps modelling clay....
http://group-ssjp.wikispaces.com/file/view/w%26g.jpg/137706741/w%26g.jpg
Girls vs Boys
• What do you know about the differences in play?
• What games do kids play at school?
• As of 2008
http://www.gamasutra.com/view/feature/3529/academic_expansion__how_rare_.php
Rare use 90% Graduates
Overall Challenges
• Typically just one!
http://blog.iqmatrix.com/wp-content/uploads/2008/11/goal-setting.jpg
Intermediate Challenges
• These ones are the ‘meat’ of your game
http://www.djibnet.com/photo/95137658-stuck-in-the-middle-with-you.jpg
Applied to Toastie’s Adventure...
http://www.designersnotebook.com/Lectures/Rethinking/rethinking.htm
Stress and Absolute Difficulty
• When players must perform multiple Atomic Challenges at once stress is introduced into the gameplay– It is up to you to decide whether you want stress,
and how much!• The number of types of challenge a player
must address will also affect game complexity
Designing DifficultyPart 2 – Three Curves of Doom
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#1 - Absolute Difficulty
• Intrinsic Skill required and Stressfulness of the challenge put together.– Difficulty levels can be used to give players a
choice of stress and the skill they possess• Stress is also related to the players skill
– Lower skill will provide a higher stress on the player
• Skill vs Difficulty
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#2 - Relative Difficulty
• Difficulty is relative to Power
• How does the player’s power affect the difficulty of the game?
• Cheats?
http://t0.gstatic.com/images?q=tbn:ANd9GcQZv83c9etk-9PFtfL2jly9fzlnpdUGcdRKxEOYw3s-hQvmqZ4&t=1&usg=__DxzJwTb0nDQSTloWRMRGi3tG2a0=
• Does it move?
http://t1.gstatic.com/images?q=tbn:ANd9GcSi0MCut-l4rbS-RDjD_7ztvxV-znyeCUqjTVKbxx2Xb8uDOaU&t=1&usg=__YQhf1_I4GB47gF5ibFU7gdRdINA=
#3 - Perceived Difficulty
• What does the player’s skill do to difficulty?• How can you be sure the players’ skills are
increasing?– We want to avoid this!
http://1.bp.blogspot.com/_MjO6vUg9oFk/S9kWIECKbdI/AAAAAAAAAug/fmjL8TcE5TI/s1600/Rage%20Quit%20C.jpg
Impaired Players
• For some target groups the perceived difficulty should remain fairly constant
• Such as......?
http://images.mmosite.com/news/2009/06/17/perception/perception02.jpg
Now for some challenges
This is NOT the definitive challenge list
It will get you started thinking (I hope)
Common Challenge Types
• Physical Coordination– Time Pressure– Speed and Reaction– Intuitive Physics– Timing and Rhythm– Combination Moves
• Logic and Mathematical Challenges– Formal Logic Puzzles– Mathematical Challenges
• Races and Time-Pressure• Factual Knowledge• Memory Challenges• Pattern Recognition Challenges
• Exploration Challenges– Spatial Awareness Challenges– Locked Doors– Traps– Mazes and Illogical Spaces– Teleporters
• Conflict– Strategy– Logistics– Survival and Reduction of Enemy Forces– Defending Vulnerable Items or Units– Stealth
http://t2.gstatic.com/images?q=tbn:ilQ6ifxIjEXB0M:http://www.goodbyegamer.com/wp-content/uploads/2010/03/RageQuit-Reptar-KICK-THIS-NUB-OR-IM-LEAVING.jpg&t=1
• Economic Challenges– Accumulating Resources– Achieving Balance– Caring for Living Things
• Conceptual Reasoning and Lateral Thinking Puzzles– Conceptual Reasoning– Lateral Thinking
Inadvertent Challenges
• We want to avoid these.....
• What are they?
• Now we need a context for the most common type.....
Context: Player Actions
• The combination of the player (user) interface and the players actions– Actions should only be able to do atomic
challenges– The Defeat Boss button is not a terribly exciting
idea
– Now for one of the most common types of inadvertent challenge....
The dangers of poor interfaces
What happens when the player can not perform the atomic challenges properly?
Defining and Grouping Actions
– Actions for Gameplay– Actions for Fun (Unstructured Play)– Actions for Customisation– Actions for Socialisation (Multiplayer games)– Story Participation Actions– Interface customisation Actions (Game Settings)
Disclaimer
• That was not a complete list of Actions, but gives you an idea of what to consider
• You don’t always have to have the action players want. Sometimes they want something that doesn’t support the experience you are trying to create– Ghost Recon FPS mode / Fallout 3– Resident Evil 5 Run & Gun / Machete
The EndReferences• Adams and Rollings on Game Design
Gamer Score:• http://
media.giantbomb.com/uploads/1/19026/1196170-080313_super.jpg
Choose Your Own Adventure Books ++http://
apple.slashdot.org/story/10/08/18/0257252/Choose-Your-Own-Adventure-On-Your-iPhone