Game systems Principles of Game Design | Micah Hrehovcsik | 24-11-2015.

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Game systems Principles of Game Design | Micah Hrehovcsik | The problem Principles of Game Design | Micah Hrehovcsik | How the world sees it Principles of Game Design | Micah Hrehovcsik | How the world sees it Since Eqores youth, he always had a sensitive mind for an orc. He actually was able to find things to be beautiful, and even deep down in his orc heart had the ability to love. Because of this, Eqore had a love for life and fellow being like no other orc. Through years of fighting against mankind Eqore found a profound love for his enemy. He loved the way the respected each other, their valor in battle, the carefree way they relaxed, laughed, and shared brotherhood when not in combat. As a scout, Eqore had spent years watching and secretly loving his enemy from his hiding spot in the shadows. Equore the Ball Crusher Principles of Game Design | Micah Hrehovcsik | How you should see it Principles of Game Design | Micah Hrehovcsik | How you should see it Lorizzle ipsum bow wow wow fo shizzle amet, own yo' adipiscing dawg. Nullizzle ass velizzle, aliquet volutpizzle, suscipit quis, pot vizzle, get down get down. Pellentesque nizzle tortizzle. Mah nizzle erizzle. Pot mofo dolor yo mamma turpis tempizzle go to hizzle. Maurizzle phat nibh izzle bizzle. Vestibulum in doggy. Pellentesque break yo neck, yall rhoncizzle nisi. In hac doggy sizzle dictumst. Fo shizzle dapibizzle. Curabitur tellus urna, pretizzle pizzle, mattizzle ac, eleifend vitae, nunc. Sizzle nizzle. Integizzle semper velit sizzle purus. HP: 200 Attack:15 Speed:7 Melee Class Mana: 0 Principles of Game Design | Micah Hrehovcsik | How you should see it Principles of Game Design | Micah Hrehovcsik | Challenge 3-1 CHALLENGES Aim & Shoot The act of taking aim at something and then shooting at it. One of the most natural ways of showing attention to something is to look or point at it. Real- time games usually provide some action that can be done to the game element pointed at. Generalized, this action can be described as Aim & Shoot regardless of if anything is aimed or actually shot. Example: Shooting in all first-person shooters consists of taking aim on the opponents, with possible compensations for their movement, and shooting. Example: In Zelda: Ocarina of Time, the player must aim and shoot a grappling hook to be able to swing Link between chasms. Example: Pokemon Snap! gives players a camera and lets them move along a track trying to take as good pictures as possible of Pokemons. Principles of Game Design | Micah Hrehovcsik | Challenge 3-2 CHALLENGES Ability Losses The loss of ability to perform an action in the game. Games do not have to let players have the same possibility of actions the whole game. Such Ability Losses may be the cause of Penalties for failing goals or the effect of opponents' actions, but may also simply be due to different play modes. Example: Respawning in multiplayer first-person shooters is typically done without any weapons, and the special abilities they provided, gained in earlier gameplay. Example: Game masters in roleplaying games can sometimes be forced to invent events that are unavoidable to the players to strip them of equipment that gives the abilities that disrupt the game balance. Principles of Game Design | Micah Hrehovcsik | Time + Space Principles of Game Design | Micah Hrehovcsik | Time Principles of Game Design | Micah Hrehovcsik | space Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | agent Principles of Game Design | Micah Hrehovcsik | agent Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | attributes Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | attributes Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | procedures Principles of Game Design | Micah Hrehovcsik | Unwritten rules Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | incentives Principles of Game Design | Micah Hrehovcsik | Game objects Principles of Game Design | Micah Hrehovcsik | incentives Principles of Game Design | Micah Hrehovcsik | Core mechanics Principles of Game Design | Micah Hrehovcsik | Core mechanics Principles of Game Design | Micah Hrehovcsik | progressive mechanics Principles of Game Design | Micah Hrehovcsik | progressive mechanics Principles of Game Design | Micah Hrehovcsik | progressive mechanics Principles of Game Design | Micah Hrehovcsik | Games in games Principles of Game Design | Micah Hrehovcsik | Games in games Principles of Game Design | Micah Hrehovcsik | Challenge 3-3 Read & Reflect 1- Read segments from - Game Design & Architecture - Game Mechanics - Introduction Game Design and Development Principles of Game Design | Micah Hrehovcsik | Challenge 3-4 Take Home Analyze the following games. Digital- Sim City 2000 Skyrim Total War: Shogun 2 Analog- Monopoly Go Battlestar Galactica. Sport- Volley Ball Curling Golf What are the core mechanics? What are the progressive mechanics? Is there more than one game embedded in the game? Explain. Do the game mechanics govern social behavior between players? How?. Principles of Game Design | Micah Hrehovcsik | GAME OVER Questions Comments Complaints Snide remarks Principles of Game Design | Micah Hrehovcsik |