Designing games - introduction www.wouterbaars.net.

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Presentation transcript:

Designing games - introduction

Definition of a Game A computer game is a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal. (Mark Overmars)

not games! Puzzles Toys (lego, playmobiel, ball) Multimedia Creative applications (photoshop, imovie, ed.)

Game or Simulation? Game: goal is the central issue (competition) Simulation: process is the central issue (often endless)

Games are about ‘goals’ Different strategies should be possible If you use mini games, then these mini games should be in correspondence with the main goal

Games are about (a sense of) control Not too many ‘lucky’ factors Good controller design, easy control over game character Sense of freedom (different strategies to achieve the goals)

Games are about challenges: Timing Aiming Hunting / racing / searching Claiming territories Projecting Power Collecting stuff

Challenges over time Easy to begin.... Hard to master

Easy to begin...easy to master

Hard to begin Design tip: your client should be able to start playing a new game without reading the manual

Games must be in balance Similar to what Johan Cruijff said: “Every advantage should have its disadvantage”

Balance basics

Balance - symmetry

Balance symmetry example Starcraft

Rewards in a game Points Features in the game (powerups, extra lives, special skills, etc.) Related to the goal of the game Features outside the game (a little movie, nicer skin of your avatar)

Games have a skin

Same gameplay, different skin

Student project pitfall “ I want to make a World War II game with robot tanks that have to shoot at each other. You can choose to be for the German side or for the American side”

Better proposal: I want to make a multiplayer game in which the players control an object. You will have to move trough a territory that you can see from above. You see the whole territory and the object of the other player. Every turn you can move a few steps (‘inches’) or you can shoot to the other object with a bal-like object. The bal bounces and if it hits the other players opbject you’ll get 10 points.

Better proposal continued: There are 3 balls in the area. If a bal hits an object it will disappear and come back in a random place in the field. If you move to a ball you can pick it up. Your object can only carry 2 balls at the time.

Better proposal recontinued: I am thinking to make it a tank game, but as it might also be a robin hood game with arrows instead of balls/bombs. Or a streetball-tag like game or a paintball game. It may also become a space game with two spaceships shooting at each other or a game where you have to throw dwarfs...

If you design a game... You basically design the game manual in the box and only then the content of the box and only then the box

Tips for gamedesign Think goals, challenges and rules of play NOT skins Prototype->test->prototype->test- >prototype->test->prototype->test Use quick prototyping materials (paper and glue), work high end at the end Play lots and lots of games

‘Final’ game idea checklist Different strategies are possible Solid rules of play Several different challenges Game reacts intelligent (different) to the actions of the player

Continue... Game must be in balance Not one clear winning strategy Nice ‘skin’ of the game Skin relates to the challenges

Literature Game design: A Theory of Fun for Gamedesign, Raph Koster Rule of Play, Katie Salen Chris Crawford on gamedesign Gamedesign Workshop, Tracy Fullerton SEEM, Tilde Bekker What is a good game, Mark Overmars