Game design and development - Alexandru Ioan Cuza Universityalaiba/pub/gdd-2017/Lecture 2... ·...

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GAME DESIGN AND DEVELOPMENT Spring 2017 Dr. Vasile Alaiba Faculty of Computer Science “Al. I. Cuza” University Iași, România

Transcript of Game design and development - Alexandru Ioan Cuza Universityalaiba/pub/gdd-2017/Lecture 2... ·...

Page 1: Game design and development - Alexandru Ioan Cuza Universityalaiba/pub/gdd-2017/Lecture 2... · 2017-03-07 · GAME DESIGN AND DEVELOPMENT Spring 2017 Dr. Vasile Alaiba Faculty of

GAME DESIGN AND DEVELOPMENT

Spring 2017

Dr. Vasile Alaiba

Faculty of Computer Science

“Al. I. Cuza” University Iași, România

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One of the most difficult tasks people can perform,

however much others may despise it, is the invention

of good games.

–C.G. Jung

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WHAT IS GAME DESIGN?A Playcentric Approach

to Game Design

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The Game Designer

■ “Part engineer, part entertainer, part mathematician, and part social director, the role of the game designer is to craft a set of rules within which there are means and motivation to play.” [1]

Why do you play games? ■ Understanding your own answer, and the answers of other

players, is the first step to becoming a game designer.

■ Read more from [1], Chapter 1: The Role of the Game Designer

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Who plays games?

■ The average age of game players is now 35 years old, up 5 years since 2012 (it was 30)!

■ The most frequent FEMALE GAME PLAYER is on average 44 years old!

■ Read more from [2].

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Interesting Facts

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A Playcentric Design Process

■ Core principle:

keep the player experience in mind and test the gameplay with target players through every

phase of development

■ Set Player Experience Goals

– These are not features of the game!

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Player Experience Goals Examples

■ players will have to cooperate to win, but the game will be structured so they can never trust each other

■ players will feel a sense of happiness and playfulness rather than competitiveness

■ players will have the freedom to pursue the goals of the game in any order they choose

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Iterative Game Design Process aka How to come up with good ideas?

■ Player experience goals are set.

■ An idea or system is conceived.

■ An idea or system is formalized (i.e., written down or prototyped).

■ An idea or system is tested against player experience goals (i.e., playtested or exhibited for feedback).

■ Results are evaluated and prioritized.

– If results are negative and the idea or system appears to be fundamentally flawed, go back to the first step.

– If results point to improvements, modify and test again.

– If results are positive and the idea or system appears to be successful, the iterative process has been completed.

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Iterative Process Diagram

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THE STRUCTURE OF GAMES

Elements to Consider

When Designing Games

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Formal Elements

■ Players

■ Objectives

■ Procedures

■ Rules

■ Resources

■ Conflict

■ Boundaries

■ Outcome

Dramatic Elements

■ Challenge

■ Play

■ Premise

■ Character

■ Story

■ World Building

■ The Dramatic Arc

System Dynamics

■ Objects

■ Properties

■ Behaviors

■ Relationships

■ System Structures

– Economies

– Emergent Systems

■ Information Structure

■ Control

■ Feedback

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FORMAL ELEMENTSThe Building Blocks

of a Game

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What are Formal Elements?

■ They define the structure of a game.

■ A system without any one of these elements ceases to be a game!

■ Players

■ Objectives

■ Procedures

■ RulesResources

■ Conflict

■ Boundaries

■ Outcome

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Players

■ Invitation to Play

– How does the game start?

– Is there any ceremony involved?

■ Number of players

■ Roles

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Player Interaction Patterns

■ Single Player versus Game (Solitaire, Tomb Raider)

■ Multiple Individual Players versus Game (Bingo, FarmVille)

■ Player versus Player (Mortal Kombat)

■ Unilateral Competition (Scotland Yard – Mr. X vs detectives)

■ Multilateral Competition (poker, Call of Duty: Black Ops, Starcraft II)

■ Cooperative Play (Journey, Portal 2)

■ Team Competition (soccer, Team Fortress 2)

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Objectives

■ Define what players are trying to accomplish within the rules of the game.

■ Should be challenging, but achievable.

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Types of Objectives

■ Capture or kill (chess, Quake, WarCraft)

■ Chase (Need for Speed: Rivals, Scotland Yard)

■ Race (backgammon, Asphalt 8: Airborne)

■ Alignment (tic-tac-toe, Tetris, Bejeweled)

■ Rescue or Escape (Super Mario Bros., Prince of Persia)

■ Forbidden Act (Twister)

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Types of Objectives

■ Construction (Minecraft, The Sims, Settlers of Catan)

■ Exploration (Zelda, The Elder Scrolls V: Skyrim)

■ Solution (Gomoco, Tetris, Day of the Tentacle)

■ Outwit (Diplomacy)

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Procedures

■ Who does what, where, when, and how?

■ Procedures are the methods of play and the actions that players can take to achieve the game objectives.

■ Are accessed by the player via the controls.

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Types of Procedures

■ Starting action: How to put a game into play.

■ Progression of action: Ongoing procedures after the starting action.

■ Special actions: Available conditional to other elements or game state.

■ Resolving actions: Bring gameplay to a close.

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Defining Procedures

■ What type of input/output devices will that setting have?

■ Will players have a keyboard and mouse, or will they have a controller? or a touch screen?

■ Will they sit close to a high-resolution screen or several feet away?

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Example: Super Mario Bros.

■ Select button: Use this button to select the type of game you wish to play.

■ Start button: Press this button to start the game. If you press it during play, it will pause/unpause the game.

■ Left arrow: Walk to the left. Push button B at the same time to run.

■ Right arrow: Walk to the right. Push button B at the same time to run.

■ Down: Crouch (Super Mario only).

■ A Button

– Jump: Mario jumps higher if you hold the button down longer.

– Swim: When in water, press this button to bob up.

■ B Button

– Accelerate: Press this button to run. If while holding B, you press A to jump, you can jump higher.

– Fireballs: If you pick up a fire flower, you can use this button to throw fireballs.

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Rules

■ define game objects

■ define allowable actions by the players

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Examples

■ Poker: A straight is five consecutively ranked cards; a straight flush is five consecutively ranked cards of the same suit.

■ Chess: A player cannot move her king into check.

■ Go: A player cannot make a move that recreates a previous state of the board—this means an exact replication of the whole board situation.

■ WarCraft II: To create knight units, a player must have upgraded to a keep and built a stable.

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WarCraft II: Unit Properties

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Resources

■ In the real world, resources are assets (i.e., natural resources, economic resources, human resources) that can be used to accomplish certain goals.

■ Most games use some form of resources in their systems, such as chips in poker, properties in Monopoly, and gold in WarCraft.

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What is a Resource?

■ Resources must have both utility and scarcity in the game system.

■ If they do not have utility, they are like the sushi in Diablo III: a funny and strange thing to find, but essentially useless.

■ If the resources are overly abundant, they will lose their value in the system.

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Types of Resources

■ Lives (Space Invaders, Super Mario Bros.)

■ Units (checkers, chess)

■ Health (Diablo)

■ Currency (Ultima Online)

■ Actions, moves, turns (Magic: The Gathering)

■ Power-Ups (Super Mario Bros.)

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Types of Resources

■ Inventory (Diablo III)

■ Special Terrain (WarCraft III)

■ Time (speed chess)

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Conflict

■ Emerges from the players trying to accomplish the goals of the game within its rules and boundaries.

■ The procedures and rules challenge the players by forcing them to employ a particular skill or range of skills and create a sense of competition or play.

■ This should be enjoyable in some way, so that players will gain the ultimate sense of achievement that comes from participating.

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Conflict Examples

■ Pinball: Keep the ball from escaping the field of play using only the flippers or other devices provided.

■ Monopoly: Manage your money and your properties to become the richest player in a tightly constrained real estate market.

■ Quake: Stay alive while player or nonplayer opponents try to kill you.

■ WarCraft III: Maintain your forces and resources while using them to command and control the map objectives.

■ Poker: Outbid opponents based on your hand or your ability to bluff.

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Sources of Conflict

■ Obstacles:

– Can be physical (actual objects on the map)

– Can be mental (puzzles)

■ Opponents:

– The other players in a multiplayer game.

– NPCs in a shooter game.

■ Dillemas:

– Stay in or fold in poker.

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Boundaries

■ What separate the game from everything that is not the game.

■ For example, the size of the field in football, tennis, the size of the chess board, etc.

■ When combining real-world elements with the game it is mandatory to have boundaries defined, as in City Treasure Hunt.

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Outcome

■ For many game systems, producing a winner or winners is the end state of a game.

■ At defined intervals it is checked if a winning state has been achieved.

■ If it has, the system resolves, and the game is over.

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Determining Outcome

■ The structure of the final outcome is related to both the player interaction patterns and the objective.

■ For example, single player versus game, the player might either win or lose, or the player might score a certain amount of points before ultimately losing.

■ The outcome can be determined by the nature of the game objective. A game that defines its objective based on points will use those points in the measure of the outcome.

■ Chess games are won or lost based solely on meeting the primary objective, capturing the king.

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What Next?

■ To learn more, read Chapter 3: Working with Formal Elements from [1] (p. 55-96).

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GENRES OF GAMEPLAYCategorizing Games

by Gameplay Experience

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■ Action

■ Strategy

■ Role-Playing

■ Sports

■ Racing/Driving

■ Adventure

■ Simulation/Building

■ Flight and Other Simulations

■ Educational

■ Children

■ Casual

■ Experimental

Other genres, sub-genres or super-genres exist, of course. For example Shooter, Puzzle, Family,

Fighting, etc.

There is no clear standard around how games are actually categorised in genres. For more read

Chapter 15: Understanding the New Game Industry from Game Design Workshop. I used it as a

basis for the genres presented in this lecture.

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Genres – are they useful?

■ Genres give designers and publishers a common language for describing styles of play.

■ They form a shorthand for understanding what market a game is intended for.

■ Genres tend to restrict the creative process and lead designers toward tried and true gameplay solutions.

■ Usually games overlap genres, e.g. Final Fantasy XII is a role-playing action game.

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Action Games

■ Main features:

– emphasize reaction time and hand–eye coordination

– are real-time experiences, with an emphasis on time constraints for performing physical tasks

■ Examples:

– Battlefield 2

– Grand Theft Auto V (also a racing/driving game)

– Tetris (also a puzzle game)

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Strategy Games

■ Main features:– focus on tactics and planning as well as the

management of units and resources– themes revolve around conquest, exploration, and trade

■ Examples:– Civilization IV, StarCraft II, Kingdoms of Camelot

■ Sub-genres:– real-time strategy– turn-based strategy

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Role-Playing Games

■ Main features:– revolve around creating and growing characters– include rich story lines that are tied into quests– players develop their characters while managing

inventory, exploring worlds, and accumulating wealth, status, and experience

■ Examples:– Baldur’s Gate, Dungeon Siege, World of Warcraft,

NetHack

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Sports Games

■ Main features:

– simulations of sports like tennis, football, baseball, soccer, etc.

– involve team play, season play, tournament modes

■ Examples:

– Madden NFL, FIFA Soccer, NBA Jam, Sega Bass Fishing and Tony Hawk Pro Skater

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Racing/Driving Games

■ Main features:

– you are racing and you are in control

– arcade style: ■ Mario Kart

■ Burnout

– racing simulators: ■ NASCAR 07

■ F1 Career Challenge

■ Monaco Grand Prix Racing Simulation

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Simulation/Building Games

■ Main features:– focus on resource management combined with building

something– mimic real-world systems and give the player the

chance to manage her own virtual business, country, or city

– focus on economy and systems of trade and commerce

■ Examples:– Farmville 2, The Sims 2, SimCity, RollerCoaster Tycoon,

Gazillionaire, Lemonade Tycoon, Big Pharma

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Flight and Other Simulations

■ Main features:

– action games that tend to be based on real-life activities, like flying an airplane or driving a tank, train, etc.

– complex simulators that try to approximate the real-life experience

– they require the player to master realistic and often complex controls and instrumentation

■ Examples:

– Microsoft Flight Simulator, Train Simulator, Agricultural Simulator, Car Mechanic Simulator 2015, Euro Truck Simulator 2

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Adventure Games

■ Main features:

– emphasize exploration, collection, and puzzle solving

– the player leads a character on a quest or mission of some kind

– most rely on physical or mental puzzle solving, not improvement and accumulation, for their central gameplay (as opposed to RPG)

■ Examples:

– Adventure and Zork (textdriven)

– Myst, Jak and Daxter, Zelda series, Ratchet & Clank

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Educational Games

■ Main features:

– combine learning with fun, the goal is to entertain while educating the user

– most edutainment titles are targeted at kids, but there are some that focus on adults

– an emerging genre with lots of potential!

■ Examples of kids’ educational games:

– Motion Math, DragonBox, and Gamestar Mechanic

■ Examples for adults:

– Brain Age and Foldit

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Children’s Games

■ Main features:

– are designed specifically for kids between the ages of 2 and 12

– the primary focus is on entertaining (even if they are sometimes educational)

■ Examples:

– Mario, Donkey Kong (also loved by adults!)

– ClubPenguin.com, Freddi Fish series

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Casual Games

■ Main features:

– are meant to be enjoyed by everyone

– often incorporate puzzle elements into their play mechanics

– most are simple games like those hosted on MSN Games or Yahoo! Games

■ Examples:

– Angry Birds, Robot Unicorn Attack

– Tetris is a famous casual game (also an action puzzle game)

– Puzzle Quest Challenge of the Warlords (emphasizes story)

– Scrabble or Solitaire (strategy)

– The Incredible Machine series (construction)

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Experimental Games

■ Main features:

– stand outside either the traditional publishing model or the traditional conception of games

– are often independently financed and explore new territory creatively

■ Examples:

– Braid, Journey, Dear Esther

– Super Meat Boy, Everyday Shooter

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References

■ [1] Fullerton, T., Game Design Workshop: A Playcentric Approach to Creating Innovative Games, CRC Press, 2014

■ [2] * * *, 2016 Sales, Demographic and Usage Data: Essential Facts About the Computer and Video Game Industry, Entertainment Software Association, USA, online: http://essentialfacts.theesa.com/Essential-Facts-2016.pdf