L L Line CSE 420 Computer Games Lecture #1 Games and Video Games
73 Slides577.31 KB
L L Line CSE 420 Computer Games Lecture #1 Games and Video Games
Objectives Know the essential elements of a game— rules, goals, play, and pretending—and what they do in the context of playing games Know the formal definition of a game Understand the nature of challenges and actions, as well as the formal definition of gameplay Lecture #1 Games and Video Games 2
Objectives (Cont.) Become familiar with the concepts of symmetry and asymmetry, fairness, and competition and cooperation Learn the various benefits that computers bring to games Become familiar with the ways in which video games entertain people Lecture #1 Games and Video Games 3
Objectives (Cont.) Understand the player-centric approach to game design Know how the core mechanics and the user interface work together to create gameplay Explain how gameplay modes and shell menus make up the structure of a game Recognize the three stages of game design and describe the design work in each stage Lecture #1 Games and Video Games 4
Objectives (Cont.) Know the kinds of jobs required on a design team Know the kinds of documents that a game designer is likely to need and what they are for Know the qualities required of a good game designer Lecture #1 Games and Video Games 5
Objectives (Cont.) Take a game idea and add the necessary material to make it into a design concept Define the player’s role or roles in the game Know the different genres of games and think about which one your game may belong to Lecture #1 Games and Video Games 6
Objectives (Cont.) Know how to choose a target audience and understand the special considerations associated with designing for specialized markets Plan the progress of your game Understand the differences among the kinds of game machines and how these differences affect the way people play on them Lecture #1 Games and Video Games 7
What Is a Game? Toys do not have rules or goals Puzzles have goals Games have rules and goals Lecture #1 Games and Video Games 8
What Is a Game? (Cont.) A game must include Play activity Pretended reality A nontrivial goal Rules Lecture #1 Games and Video Games 9
Essential Elements of a Game Play Play requires participation Making different choices while playing the game a second time affects the results Pretending Creates an artificial reality known as the magic circle Artificial importance is assigned to events within the magic circle To leave the magic circle, stop playing the game Lecture #1 Games and Video Games 10
Essential Elements of a Game (Cont.) Goal Every game must have a nontrivial goal or object The rules define the goal The game designer sets the rules, thus defining the object of the game The player must overcome one or more challenges to achieve the goal The goal is often a victory condition, but victory or defeat is not required in all games Lecture #1 Games and Video Games 11
Essential Elements of a Game (Cont.) Rules Rules are definitions and instructions that players accept for the game Rules define the actions the players may select that will help them achieve the object of the game Game designers must make the rules understandable to the player Lecture #1 Games and Video Games 12
Things That a Game Is Not A game does not have to include Competition Conflict Entertainment Fun These are qualities of some games, but not essential to the definition Serious games are not necessarily made for entertainment or fun Lecture #1 Games and Video Games 13
Gameplay The player must overcome a nontrivial challenge Challenges require mental or physical effort A challenge can be composed of several smaller challenges Challenges can be required to reach the goal or optional to add game content Lecture #1 Games and Video Games 14
Gameplay (Cont.) The rules determine what actions are available to the player(s) Different actions may be Permitted by the rules, or Required by the rules, or Prohibited by the rules Video games permit only actions that are programmed into the game Lecture #1 Games and Video Games 15
Gameplay (Cont.) Gameplay therefore consists of: The challenges that a player must face to arrive at the object of the game, and The actions that the player is permitted to take to address those challenges plus other possible actions that are enjoyable Lecture #1 Games and Video Games 16
Fairness Players expect that the rules will guarantee that the game is fair Fairness is not an essential element of a game, but a quality of good games Players often change rules of a game if they perceive it as unfair Fairness is particularly important in video games because video games seldom allow rule changes Lecture #1 Games and Video Games 17
Symmetry and Asymmetry In a symmetric game, all players use the same rules to accomplish the same goal In an asymmetric game, different players follow different rules to accomplish different goals Lecture #1 Games and Video Games 18
Competition and Cooperation When players compete, they try to accomplish mutually exclusive goals When players cooperate, they work together to accomplish goals that are the same or similar Competition modes are ways to build cooperation and competition into games Lecture #1 Games and Video Games 19
Hiding the Rules Video games do not require written rules The game enforces the rules The player can’t change the rules Provide adequate clues for players to overcome a challenge Using trial and error to overcome a challenge frustrates many players Lecture #1 Games and Video Games 20
Setting the Pace The software determines the speed of the events in a game The player can’t affect the speed of the game unless the software has to wait for player input The computer allows for modulation of the pace, so players can rest between periods of intense activity Lecture #1 Games and Video Games 21
Presenting a Game World To present a game world, video games can use Pictures Animation Movies Music Dialog Sound effects Text and subtitles Lecture #1 Games and Video Games 22
Artificial Intelligence Today, artificial intelligence is used for Strategy Pathfinding Simulating the behavior of people and creatures As artificial intelligence advances, games will add more uses for it Natural language parsing Natural language generation Pattern recognition Lecture #1 Games and Video Games 23
Aesthetics All game elements should be high in quality and present a harmonious look and feel The look includes the quality and appearance of the graphics, movie clips, animation, buttons, and fonts The feel includes the music, dialog, user interface, and objectives Harmony is the feeling that all game elements are part of a coherent whole Lecture #1 Games and Video Games 24
Storytelling Most games incorporate some kind of story Video games can mix storylike and gamelike entertainment almost seamlessly They can make player feel he is inside a story and affecting flow of events This is one reason why video games are considered a new medium Lecture #1 Games and Video Games 25
Risks and Rewards Risk is created by uncertainty If the player overcomes the risk, a reward should be given The size of the reward should match the size of the risk Lecture #1 Games and Video Games 26
Novelty and Learning Video games can offer more variety and content than any traditional game Novelty alone is not enough to sustain player interest, however People enjoy learning when it takes place in an enjoyable context or provides useful mastery Games should supply both enjoyable context and useful mastery Lecture #1 Games and Video Games 27
Creative and Expressive Play People love to select, design, and customize This activity can have a direct effect on gameplay As video games reach a wider audience, creative and expressive play become increasingly important Lecture #1 Games and Video Games 28
Immersion Immersed players lose track of the real world outside the game Immersion can be Tactical—the sense of being “in the groove” Strategic—observing, calculating, planning Narrative—the feeling of being inside a story Lecture #1 Games and Video Games 29
Socializing Most traditional games are played with other people, making it a social activity Several methods allow people to play video games together Multiplayer local Networked play (multiplayer distributed) LAN parties Group play Lecture #1 Games and Video Games 30
Art, Engineering, or Craft? Game design is not purely an art nor an act of pure engineering Game design is a craft It includes both creative and functional elements It can be learned Lecture #1 Games and Video Games 31
The Player-Centric Approach Player-centric game design is a philosophy of design in which the designer envisions a representative player Two duties in player-centric design: Entertain the representative player Empathize with the representative player You are not the representative player You are not the player’s opponent Lecture #1 Games and Video Games 32
Other Motivations That Influence Design Market-driven games Designer-driven games Games trying to appeal to the maximum number of people, regardless of implications for harmony Designer retains all creative control, usually to the detriment of the game Games for a specific license Content must fit into an existing world Limits creativity, but often very lucrative Lecture #1 Games and Video Games 33
Other Motivations That Influence Design (Cont.) Technology-driven games Games built to show off the hardware running the game Art-driven games Games built to show off the artwork Games are visually innovative but seldom good otherwise; comparatively rare Lecture #1 Games and Video Games 34
Integrating for Entertainment Integrating characteristics to entertain players requires designer to Have a specific vision Consider the audience’s preferences Understand licensing benefits and exploit them to the game’s best advantage Understand the capabilities of the technology Consider aesthetic style Lecture #1 Games and Video Games 35
Core Mechanics Core mechanics generate the gameplay Define the challenges Define the actions Define the player’s effect on the game world Core mechanics determine how realistic the game world seems to the player Realism is a continuum between abstract and representational Lecture #1 Games and Video Games 36
User Interface Mediates between the core mechanics and the player Interprets player’s mouse clicks or button presses Displays the result of the player’s input Can also be called the presentation layer Presents the game world to the player Includes artwork and audio effects Lecture #1 Games and Video Games 37
User Interface (Cont.) Interaction model Identifies the way in which the player acts upon the game world; common models include: Avatar-based—through a character in the world Multipresent—the player can act on many places at once Camera model Viewpoint of the virtual camera, and its behavior Simple models are called perspectives. First- and third-person are common perspectives. Lecture #1 Games and Video Games 38
The Structure of a Video Game Structure is composed of Gameplay modes Shell menus Lecture #1 Games and Video Games 39
Gameplay Modes Gameplay modes consist of the available gameplay and user interface at a specific time Not all actions are available at all times Available user interface choices should be related to the current actions A game is in exactly one gameplay mode at a time. It can move to another mode as necessary Lecture #1 Games and Video Games 40
The Gameplay Mode Lecture #1 Games and Video Games 41
Shell Menus and Screens Shell menus are used when the player is NOT in a gameplay mode The player can’t affect the game world The player can save or load a game, adjust the hardware, etc. Lecture #1 Games and Video Games 42
Forming the Structure Gameplay modes shell menus structure The game switches between gameplay modes as required: In response to specific player requests In response to events in the game Lecture #1 Games and Video Games 43
Stages of the Design Process Concept stage Elaboration stage Tuning stage Note that these are purely stages of design, not of development; development includes many more factors “Pre-production” and “production” are development stages that overlap the design stages Lecture #1 Games and Video Games 44
Concept Stage During the concept stage, you Define the fundamental game concept, including the game’s genre Define an audience Determine the player’s role in the game Think about how to fulfill the player’s dream Concept should not change after this stage Lecture #1 Games and Video Games 45
Elaboration Stage During this stage, you Define the primary game mode Design the protagonist Define the game world Design the core mechanics Create additional modes Create the first playable level Write the story Build, test, and iterate Lecture #1 Games and Video Games 46
Tuning Stage You enter the tuning stage at the point when the entire design is locked and no more features may be added to the game During the tuning stage, the design team makes small adjustments to levels and core mechanics Polishing is a subtractive process—removing imperfections Lecture #1 Games and Video Games 47
Game Design Teams A game design team may include Lead Designer Game Designers Level Designers User Interface Designers Writers Art Director Audio Director Lecture #1 Games and Video Games 48
Documenting the Design Design documents are used To communicate your ideas clearly to other team members As sales tools As design tools To record the decisions made The process of writing a document can turn a vague idea into an explicit plan Lecture #1 Games and Video Games 49
Types of Design Documents High concept document Tool to sell your game concept Two to four pages Game treatment document Sales tool with more detail than the high concept document Summary of the basic game design Lecture #1 Games and Video Games 50
Types of Design Documents (Cont.) Character design document Design one character in the game Include moveset Include concept art in different poses Include the character’s backstory World design document General overview of the game world art Types and locations for sounds Include a map Lecture #1 Games and Video Games 51
Types of Design Documents (Cont.) Flowboard Story and level progression document Document the structure—links among gameplay modes and shell menus List available menu items and player inputs Tell the story Record the player’s progression through the game Game script document Specifies rules and core mechanics in enough detail to play the game Lecture #1 Games and Video Games 52
Anatomy of a Game Designer Skills most useful for professional game designer Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge and ability to research Writing skills Drawing skills Ability to synthesize Lecture #1 Games and Video Games 53
Getting an Idea You can find game ideas anywhere Dreams of doing something or achieving a goal From media such as books or movies From other games When evaluating ideas, remember that the game must provide entertainment Lecture #1 Games and Video Games 54
From Idea to Game Concept A game concept is a description with enough detail to discuss it as a commercial product A game concept should include: High concept statement Player’s role in the game Proposed primary gameplay mode Genre Target audience Hardware Licenses Competition modes General summary of progression Short description of the game world Key characters, if any Lecture #1 Games and Video Games 55
The Player’s Role Define the role What is the player going to do? Most important part of the game concept Make the definition clear and simple Help the player understand the goals and rules Help publisher, retailer, and customer decide to buy the game Lecture #1 Games and Video Games 56
Choosing a Genre A genre is a category of games characterized by a particular set of challenges, regardless of setting or game-world content Many players buy a particular genre because they like the type of challenges it offers Lecture #1 Games and Video Games 57
Classic Game Genres Action games—physical challenges Strategy games—strategic, tactical, and logistical challenges Role-playing games—tactical, logistical, exploration, and economic challenges Real-world simulations (sports games and vehicle simulations) —physical and tactical challenges Lecture #1 Games and Video Games 58
Classic Game Genres (Cont.) Construction and management games— economic and conceptual challenges Adventure games—exploration and puzzlesolving challenges Puzzle games—logic and conceptual challenges Lecture #1 Games and Video Games 59
Hybrid Games Games that cross genres Risky because it might alienate some of your target audience The most successful hybrid is the actionadventure Mostly action Include a story and puzzles that give them some of the quality of adventure games Lecture #1 Games and Video Games 60
Defining Your Target Audience Who will buy the game? The representative player is a member of your target audience Lecture #1 Games and Video Games 61
The Dangers of Binary Thinking Binary thinking—assumes that if group A likes a thing, everyone outside that group WON’T like it Interests overlap among groups Avoid exclusionary material Lecture #1 Games and Video Games 62
The Dangers of Binary Thinking (Cont.) Core versus casual—the most significant method of grouping players Other groups that exhibit trends in gameplaying preferences: Men and women Children and adults Boys and girls Players with disabilities Players of other cultures Lecture #1 Games and Video Games 63
Progression Considerations Players need to feel they are making progress when playing long games Progress can be implemented through Levels Story Both Lecture #1 Games and Video Games 64
Types of Game Machines Home game consoles Simpler, bolder graphics than a PC provides Standard controller Excellent for multiplayer local games Slower computing and less storage space than a personal computer Lecture #1 Games and Video Games 65
Types of Game Machines (Cont.) Personal computer Keyboard, mouse, joystick Very high-resolution graphics Intended for a single user Internet connection is common License or special equipment not needed for game development No standard configuration Lecture #1 Games and Video Games 66
Types of Game Machines (Cont.) Handheld game machines Very popular and inexpensive Fewer control mechanisms Small LCD screen Less storage space than a PC or console Lecture #1 Games and Video Games 67
Types of Game Machines (Cont.) Mobile phones and wireless devices Little memory or processing power No standard specifications Can provide portable networked play License not required for game development (Apple’s iPhone is an exception) Lecture #1 Games and Video Games 68
Types of Game Machines (Cont.) Other devices Personal digital assistants Video gambling machines Arcade machines Lecture #1 Games and Video Games 69
Summary You should now understand The elements of a game The interaction of challenges and actions The role of the computer in video games The various ways that games entertain Player-centric approach to game design Structure of a game Stages of game design and the required documentation Lecture #1 Games and Video Games 70
Summary (Cont.) You should now understand Roles and qualities of the design team members Defining a game concept Creating a high concept document Defining the player’s role Identifying game genres Choosing the target audience Selecting the game machine Lecture #1 Games and Video Games 71
Next Lecture Genres of Computer Games Part 1 72
References Ernest Adams, Fundamentals of Game Design, 2nd Edition, New Riders, 2016 73