Interesting Games. Tetris  Alexy Pajitnov  Not nomal puzzle  Normal puzzle Static Never change solution Never react to player action  +action element.

Slides:



Advertisements
Similar presentations
Create a Simple Game in Scratch
Advertisements

QFD From Chaos to Organization to Success! TEAM 3641 – The Flying Toasters Ron Weber Michigan State Championships April 2013 theflyingtoasters.org.
Create a Simple Game in Scratch
GAME:IT Designing Good Games. Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions.
Internet Online Safety How to have FUN and Stay in Control.
RANDOM 2D PLATFORMER Concept 1. Gameplay The Game Play is simple. It is a 2d platformer with randomized platforms. Platforms of varying in size and distance.
2-May-15 GUI Design. 2 HMI design There are entire college courses taught on HMI (Human-Machine Interface) design This is just a very brief presentation.
Get Close to your subject Your subject should be the star of your photos, and the one way to make that happen is to be sure you are close enough to the.
1 Interactive Fiction CIS 487/587 Bruce R. Maxim UM-Dearborn.
SM3120 Game Level Design Lesson 03 – Level Design: Architecture and Spaces Ryan Lam.
Building Memory… Notes from class on 11/13/06. The Game Think about what types of objects we will need in our system and some of the properties and capabilities.
Advance wars Reveiw By Joshua Oziemski. Basic Information Title: Advance wars Developed by Intelligent Systems Published by Nintendo Genre: Turn based.
Games Design Nick Sims.  These are broken down into two sections, visual style and game play. We are going to look at Visual Style What do you think.
Interactive Storytelling for Video Games Chapter 11: Fully Player- Driven Stories Josiah Lebowitz Chris Klug.
Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,
SELECT A LESSON 1. A WORLD AND CHARACTERS 2. PATHS AND ENEMIES 4. USING PAGES TO CHANGE THE RULES 5. GAME ANALYSIS AND DESIGN 6-7. CREATING YOUR OWN GAME.
QuizPic Daniel Smith. Introduction I am going to review an educational app called QuizPic.
GameMaker.  A lot of Different Definitions  Easier to Say What is NOT a Game  Movie is Not a Game  No Active Participation  Final Outcome is Fixed.
After word User Interface in Games. Principles of User Interface Design Know your user Know your user's tasks Craft an interface suitable to the user.
*** Remember – this material is based on 7 Habits.
Francelette’s Kindness Adventure Card Game. I. Special Rules for different difficulties I. Beginning players to Expert Players II. Being a referee for.
Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc.
Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.
Interactive Storytelling for Video Games Chapter 7: Fully Traditional and Interactive Traditional Stories Josiah Lebowitz Chris Klug.
Game Design EST310/ISE340 Fall 2011 Tony Scarlatos.
How to make a good Tutorial Prappleizer. Point # 1 Have a relevant topic Make tutorials on programs or subjects that people know or have questions about.
Constantin (Konstantin) Stanislavski (Stanislavsky )
.:::The EA FEAR Division Presents:. When you download FEAR you should be able to load it pretty quickly, so if it’s taking long consider the problems.
FCN = Functionality, completeness, Balance. Refinement You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller.
How to Create a Professional Video Using Windows Live Movie Maker.
10/5/20151 Game elements Game Design Vishnu Kotrajaras, PhD.
CSE4AT3 Game Balancing. Designing Fun… You can’t, but there are things you can do to help Balancing the Game.
Mafia Dmitriy Ansolis CIS487 9/27/09. Introduction Title: Mafia Publisher: Gathering of Developers (aka God Games) Developer: Illusion Softworks Release.
Art 315 Lecture 6 Dr. J. Parker. Variables Variables are one of a few key concepts in programming that must be understood. Many engineering/cs students.
The Design Document The Design Document Introduction Game Mechanics Artificial Intelligence Characters, Items, and Objects/Mechanisms Story.
Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D. Later parts are from Jesse Schell’s slides.
I have no words & I must design by Greg Costikyan Currently a Games researcher at NokiaCostikyanNokia.
C HAPTER 9 GAMEPLAY Nate Cutler. M AKING GAMES FUN Designer’s primary goal is to entertain, through gameplay Without gameplay entertainment can be fun.
Idea1 : Net Aooni Arcade Idea2 : Shooting Arcade Project Brainstorming Computer Game 2011 Fall ♣ Lee Sang Min.
Development Team Chase Killion Jordan Roller. Players will engage in real-time battles as commander or a grunt in Tank Wars. The game begins in "The Realm,"
CHAPTER 10: CORE MECHANICS Definitions and Mechanisms.
Overview Handheld Gaming Considerations Player interactions Hardware limitations Budgetary constraints Best Practices Control scope Keep it simple Make.
©2009, Tom McKendree Biplanes ©2009, Tom McKendree.
Development Team Chase Killion Jordan Roller. Players will engage in real-time battles as commander or a grunt in Tank Wars. The game begins in "The Rim,"
Game Maker Terminology
Game Maker – Getting Started What is Game Maker?.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
 A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that.
CSE4AT3 Design Balancing Continued……………………………… …………………………………………..
COMP 585: Serious Games.  Gameplay  Storytelling  Aesthetics  Novelty  Learning  Immersion  Socializing.
Tower Offense The Creeps. Tower Offense! Reverse tower defense. Build a path to avoid AI placed towers Get ‘creeps’ (units) from the top to the bottom.
Scratch Creative Computing. INTRODUCTION TO SCRATCH Section 1.
Chess Strategies Component Skills Strategies Prototype Josh Waters, Ty Fenn, Tianyu Chen.
CS4099 Software Project By Tom Clark. The project Main aim: –Show how the expanding field of games utilises CS. –Re-enforce by creating an example using.
Introduction to Computer Programming - Project 2 Intro to Digital Technology.
GENERATE IDEAS FOR A GAME CONCEPT GENRE By Mark Jones.
What’s in a Game? Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars.
Game Mechanic hamzah asyrani sulaiman. Search at the internet.
Deriving Consistency from LEGOs What we have learned in 6 years of FLL by Austin and Travis Schuh © 2005 Austin and Travis Schuh, all rights reserved.
Safer Internet Day. What do you use the Internet for? watching TV shows watching online videos playing gamestalking to friends homeworkfinding out things.
Creating a Simple Game in Scratch Barb Ericson Georgia Tech May 2009.
WHAT PLAYERS WANT FROM GAMES? -Introduction -Why People Play Games? -What People Want to See?
ICS 699 – Sony PlayStation Game Programming Project -Matthew Sharritt.
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
Deriving Consistency from LEGOs
GAME:IT Designing Good Games.
Game Loop Update & Draw.
GUI Design 24-Feb-19.
Presentation transcript:

Interesting Games

Tetris  Alexy Pajitnov  Not nomal puzzle  Normal puzzle Static Never change solution Never react to player action  +action element Each time is different

Tetris excitement  Accumulated threat From at low-position and slow speed to high position and faster speed Constant, although at first slow, threat Player feels good when he/she gets out of bad situation Higher scores for better skill  But higher scores means more risks

Tetris as classic arcade game (1)  Single screen No hidden surprise Player won’t blame or hate the game if he/she does badly  Infinite play Player can get better as he/she keeps playing, thus pulled by Tetris

Tetris as classic arcade game (2)  Speed, slow to fast, gradually Allows players to learn the game and improves While still challenge  High score  Easy to pick up  No story

Tetris Technology  Low tech  Any new addition, such as 3D Welltris More complex gameplay But not much more fun – so people turn back to Tetris  Designed for computer Tetris can’t be a board game It can exist only on computer

Tetris AI  Random number generator Pick the next piece  AI only needs to be as smart as the game mechanics need  The point is -> we need AI to challenge player. As long as the player is kept challenged, simple AI is OK  Still competitive, even though 2 players play a different games due to randomness 2 players can compare scores, because time and spaces allow the blocks to even out in numbers (only 7 types of blocks anyway)

Simplicity and Symmetry  What about using 5 squares? Too many pieces to manipulate Does not go well with the time a block falls Too complex  There is always a piece for every type of gap  Each type corresponds to one permutation of 4 squares

Loom  Brian Moriarty  Adventure  Includes only challenges that are critical to the story  The game focuses on story, no easy game over

Loom Game mechanics  Using SCUMM story system Used in Secret of Monkey Island Inventories  No Branching dialog tree Select the sentence that we want to speak in Loom, we can’t control the talks, but all talks are in cut scenes

Loom user interface  Mouse and 1 button Easy to learn  Click on the location we want our character to move to  Allow only useful actions a player can do to object. This is the origin of examine button

Drafts System  When touch an object Tune displayed on screen, on the staff Remember it and play the same tune on the staff to use magic The tune always changes for every adventure Music is an integral part

Difficulty  Normal adventure Killed + stuck  None of that in Loom  Very easy for beginner

Story  For children but adult can enjoy  No story that is just made for gameplay  Not too much detail in text So player can use their imagination  Hero is inside cloak Players can imagine themselves in the cloak Hero personality is important to player’s interest (should not have too strong personality) He never says things that annoy players Cloud, Squall and Zidane

Myth: The Fallen Lords  Jason Jones 1997  Strategy (Warcraft, Command & Conquer)  Myth made it 3D with 3D engine Terrain height adds a lot to strategy Gravity, physics engine Bomb can change landscapes See battlefield wider, rotate camera, zoom in and out

 Characters are sprites More units on screen than with real 3D Can’t zoom out much because frame rate will drop Camera rotation means we can get lost

Myth: Game focus  Normal RTS -> build resource and combat  Myth -> only combat  We are given a quantity of units, fixed number  Combat ->more detail than other games at the time  Make players care for units and life

Storytelling  Cut-scenes  Mission briefings  The level matches the briefings  Your troops and people in town can talk and drives the story during game time. This is very good

Hard-Core gaming  Made for expert RTS player only  Because the makers are the expert  The control takes a lot to learn, but hard-core gamers are willing  Game is hard too  To conclude, make the game that you know you’ll like

Multi-player  Core engine  Network, play with each other until they are fun (not yet worked on single player)  Deck trading, team play  Once we know what’s fun, single player is easier to do

Special touch  Survived units get stronger  Footprints, tracking down enemies

The Sims (2000)  Will Wright  Players create characters with personality attributes  Keeps character happy by filling need indicators (hunger, energy, comfort, fun and social)

Strong points (1)  Players tell their own story  There is no goal given by the designer (sort of like Tetris)  Players know about houses, etc so they can get started right away, and feel good because they can achieve something immediately  Bad point about realistic things -> everything must be realistic

Strong points (2)  Safe experimentation with life  Lots of choices to do for continuity This is essential for Tell-your-own-story type of game So the player can keep experimenting E.g. no 2 houses are the same, or expanding career  Focus at the right scope (home life only)

Sim City vs The Sims  Human better than object  Emotional bond with the simulated person  If things are a little like human, although imperfect, people will humanize them  But if things are a lot like human, we will find the flaw and reject those things

Interface (1)  Player picks up right away  This must be due to lots of testing  Helps are embedded throughout  Functions like Windows (user already knows Windows, so learning is easy)  But looks different. This is important in order to prevent player thinking of working on Windows

Interface (2)  Easy pop-up head menu  But looks very different  Human head means closer relationship with the sim

Controlled & Autonomous  Sims can do things by themselves  Can praise or complain about new house items to let us know the happiness degree  Because the sim is not completely controlled, it is interesting to watch  And it frees player of worry