02-DEVELOPING IDEAS 游戏 “ 创意 ” 形成与文档 潘茂林, 中山大学 · 软件学院 Ref cornellcornell.

Slides:



Advertisements
Similar presentations
Video Game Design Game Maker Ms. Scales. What is game design? Is it art? It is all about artistic expression. Is it technical? Just follow some deign.
Advertisements

Video Games By Daniel and Kamil. What is a video game? A video game is a an electronic game that involves interaction with a user interface to generate.
Digital Game-Based Learning Why and How it Works.
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.
You’re the author – what were your intentions?  A dot point outline of unrelated, random thoughts loosely connected to your writing  A plan for your.
CS 4730 Defining Formal Elements CS 4730 – Computer Game Design.
SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.
CS 4730 What is a game? CS 4730 – Computer Game Design.
Nature of Games. What is a Game? Hopscotch Rules Each player has a unique marker Toss marker from starting line Marker hits squares in sequence Progress.
Multimedia Games Development COM429M2 Week 1 Introduction to games.
Game Design Serious Games Miikka Junnila.
Patterns in Game Design Chapter 9: Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns CT60A7000 Critical Thinking and.
Introduction.  Who’s in the class?  Class structure  Introduction to content  Team and concept brainstorming.
EXPLORING PURPOSE AND AUDIENCE WITH MIDDLE LEVEL WRITERS Reasons to Write Alisha Bollinger – 2015 Nebraska Reading Conference.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 7: Storytelling and Narrative.
The Game Development Process Documentation. The Role of Documentation The Concept Document The Design Document Based on Ch 18-19, Gameplay and Design,
Basic Information User Interface Game Summary Game Modes Arcade Arcade Score Attack Score Attack Challenge Challenge Story Story Legion Legion Network.
Game Inception and Design Project 1 Due date: –Wednesday, May 24 th (in class)
Game Engine Introduction
Interactive Media and Game Development 1 Thoughts on Critical Game Studies David Finkel Computer Science Department Interactive Media and Game Development.
What Computer Games are, and might not be (the game ontology) Miguel Sicart Computer Game Theory Spring 2005 Miguel Sicart Computer Game Theory Spring.
The Elements of Gameplay by Richard Rouse III Ayşegül Bakar.
Chapter 2: Creativity1 Copyright 2002 Prentice Hall Publishing Company Inside the Entrepreneurial Mind: From Ideas to Reality.
CS 4730 What is a game? CS 4730 – Computer Game Design.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
+ Structure of Games Chapter 2. + What are different types of games? Do all games share the same exact structure? GamesBoard GamesVideo Games Playground.
XNA GAME STUDIO 4.0 LEARN PROGRAMMING NOW Game Design.
CS 4730 What is a game? CS 4730 – Computer Game Design.
Designing games to facilitate learning How to design cheap and effective traditional games.
Instructional Design Brian Newberry. Instructional Design Instructional Design is a systematic process for the creation of educational resources.
Defining Digital Games Presentation by Dustin Dannenhauer Dr. Héctor Muñoz-Avila Assigned readings: Chapter 8 (Rules of Play Book)
DIGITAL GAME PROG I Large-Scale Design Process Part 2.
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
The first question Why do you really want to make this film?
FCN = Functionality, completeness, Balance. Refinement You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller.
CHAPTER 5 : Focus Establishing Focus The Function of the Focus Maintaining Focus Fleshing Out the Focus Changing Focus Sub-Focuses Using Focus.
Part 1! (Up to Granularity) Brendan Sim.   Stories can add significantly to the entertainment that a game offers.  League of Legends: The Journal of.
Fundamentals of Game Design
Quiz / Case Study Robin Burke GAM 224. Outline Admin Rules paper Play paper Game designs Quiz Case study.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.
04-THE DEVELOPMENT PROCESS 游戏开发过程 潘茂林, 中山大学 · 软件学院 Ref cornellcornell.
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.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
SE 350 – Programming Games Lecture 12: Core Mechanics Lecturer: Gazihan Alankuş 2/10/20121.
COIT23003 Games Development 1. Overview of Game Design.
”The Process” Knutepunkt Eetu Mäkelä, Sampo Koistinen and Sanni Turunen.
The Monster’s Revenge TEAM DEFAULT. Summary Players act as Frankenstein's Monster, who is trying to sneak on top Victor’s property. The Monster’s goal.
Game Design Theory Pertemuan 3 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Game Development. Goals of the Class  Game Development as an Interdisciplinary Art  Understanding Roles in Development  Understanding Different Tasks.
Game Balance.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
ATTAINABLE ACHIEVABLE
Game Design Concept Pertemuan 5 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 18: Construction and Management Simulations.
COMP 585: Serious Games.  Gameplay  Storytelling  Aesthetics  Novelty  Learning  Immersion  Socializing.
Game Design Document Pertemuan 4 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
GENERATE IDEAS FOR A GAME CONCEPT GENRE By Mark Jones.
Game Mechanic hamzah asyrani sulaiman. Search at the internet.
GAME DESIGN Elements of Engagement. Objectives Know the relationship between immersion and engagement Detail the elements needed to create audience –
Game Design Kuliah-3 1. Game Design Game design is the process of: Imagining a game Defining the way it works Describing the elements that make up the.
Unit 72: Computer Game design
+ Game Design Concepts. + Game Development – Getting Started Step 1: Generate an Idea The first step in the game design process is coming up with an idea.
Creating a Game Concept Part 4. Game Concept  Creating a game concept or conceptualizing you game means giving a concrete shape to your ideas for the.
Chapter 7 Play and Game Culture. Chapter 7 Play and Game Culture.
hamzah asyrani sulaiman
Fundamentals of Game Design, 2nd Edition
Designing and Developing Games
Games Design: Game Concepts
HUM 150 MART Lessons in Excellence-- hum150mart.com.
Design Of Game Kuliah-3.
Presentation transcript:

02-DEVELOPING IDEAS 游戏 “ 创意 ” 形成与文档 潘茂林, 中山大学 · 软件学院 Ref cornellcornell

跳票 ,光荣《大航海时代》 2004, 进入 Beta 测试 2006 ,开始公测 2005 蜗牛《航海世纪》 快 ,《保卫钓鱼岛》

INTRODUCTION TO COMPUTER GAME DESIGN DEFINITIONS OF GAMES Adams: Fundamentals of Game Design A game is a form of interactive entertainment where players must overcome challenges, by taking actions that are governed by rules, in order to meet a victory condition. Salen & Zimmerman: Rules of Play A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome.

INTRODUCTION TO COMPUTER GAME DESIGN DEFINITIONS OF GAMES Adams: Fundamentals of Game Design A game is a form of interactive entertainment where players must overcome challenges, by taking actions that are governed by rules, in order to meet a victory condition. Salen & Zimmerman: Rules of Play A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome. Players Challenge s Rules Goals

INTRODUCTION TO COMPUTER GAME DESIGN GAME IDEAS TO DESIGN PROCESS Imagine the game Overall artistic vision Define the way it works The elements from previous slide Describe the elements of the game A gameplay specification Transmit that information Guidance for development team

INTRODUCTION TO COMPUTER GAME DESIGN DESIGN DECISIONS Players How many players are there at a time? Who or what is the player in the world? Challenges What obstacles must the player overcome? Is there more than one way to overcome them? These define the fundamental gameplay

INTRODUCTION TO COMPUTER GAME DESIGN DESIGN DECISIONS Rules How does the player effect the world? How does the player learn the rules? Define the boundaries of the game Goals What are the victory or termination conditions? Defined by the game or by the player?

INTRODUCTION TO COMPUTER GAME DESIGN (OTHER) DESIGN DECISIONS Game Modes How are the challenges put together? What is the interaction context? Setting What is the nature of the game world? How does the player see the game world? (e.g. top-down, side-scroller, 3D, etc.)

INTRODUCTION TO COMPUTER GAME DESIGN (OTHER) DESIGN DECISIONS Story What narrative will the player experience? Defined by the game or by the player? How is it connected to gameplay? Anything else?

INTRODUCTION TO COMPUTER GAME DESIGN WHAT ABOUT FUN ? But how do we create good game s ? Games are a creative medium Games are designed to entertain Question: What makes a game fun? Better: Why do people play games?

INTRODUCTION TO COMPUTER GAME DESIGN CASUAL VS. CORE Core gamers play lots of games Almost always to finish games they play Want hard games; will tolerate frustration Casual gamers play for enjoyment. Will stop when the game stops being fun Challenges must be reasonable Harder to distinguish than you think

INTRODUCTION TO COMPUTER GAME DESIGN BARTLE’S FOUR TYPES Theory of players in online games: Achiever : Overcome challenges, gather rewards Explorer : Discover, understand game world Socializer : Interact & role-play with others Griefer : Distress other players in the game Successful games appeal to multiple groups World of Warcraft designed for all four

INTRODUCTION TO COMPUTER GAME DESIGN PLAY LENGTH How short a game can I play and have fun? Least meaningful unit of play Console: 30 minutes+ is acceptable Mobile: No more than a minute Casual often means short play units But can have hardcore gameplay( 骨灰级的玩法 )! Example: Plants vs. Zombies But long play length is always core

INTRODUCTION TO COMPUTER GAME DESIGN DESIGN COMPONENTS Core Mechanics: Elements that provide the foundations of gameplay Includes the rules and challenges Interactivity: Mechanisms by which the player plays the game Covers the player aspects of the game Storytelling and Narrative: Source of ( dramatic ) tension compelling players to play Drives the goals or victory conditions in the game

INTRODUCTION TO COMPUTER GAME DESIGN APPROACH 1: GENRE-CENTRIC Use a genre to define your gameplay Advantages: Genres are a package of well-understood gameplay New game settings can make game seem very original Good for designing to a specific audience Disadvantages: Can get trapped into genre conventions Unfocused, overly complicated games

INTRODUCTION TO COMPUTER GAME DESIGN APPROACH 2: CORE GAMEPLAY Design focus is new challenges & mechanics Advantages: Mechanics, not setting, make games feel original Tends to lead to simplicity and elegance Very successful in casual game space Disadvantages: Can lead to trite or overly abstract settings Difficult to sell to publishers

INTRODUCTION TO COMPUTER GAME DESIGN APPROACH 2: EXAMPLES 无限回廊 Manifold

INTRODUCTION TO COMPUTER GAME DESIGN APPROACH 3: USER EXPERIENCE Design for user experience (e.g. see, hear, feel) Advantages: Gameplay fits together in a very coherent way Provides an excellent overall game vision Disadvantages: Hard to translate into concrete game mechanics Can devolve into giving a genre a new setting Often leads to very long development times Often dependence on new interactive technique

INTRODUCTION TO COMPUTER GAME DESIGN APPROACH 3: EXAMPLES You can play game on iPad like this

INTRODUCTION TO COMPUTER GAME DESIGN APPROACH & DESIGN COMPONENTS Approach 1: Genre-Centric Storytelling and Narrative Others are provided by genre Approach 2: Core Gameplay Core Mechanics Other elements often ignored Approach 3: User Experience Interactivity

INTRODUCTION TO COMPUTER GAME DESIGN TIPS FOR GAME DESIGNER Game are an interactive medium Players control the action in the game Focus on what the player does Relates to each of the design components Storytelling: How does player control the story? Interactivity: What can the player do? Core Mechanics: What challenges the player?

INTRODUCTION TO COMPUTER GAME DESIGN THE ADAMS APPROACH Games as wish-fulfillment I want to _________ Questions to answer: What dream are you satisfying? What goals does this dream create? What actions achieve those goals? What setting does this dream create? What is the appropriate interface?

INTRODUCTION TO COMPUTER GAME DESIGN THE ADAMS APPROACH Minimalistic variation of Approach 3 Just enough experience to give a theme Use this information to define gamplay What to do next? Focus on gameplay that supports theme Will expand on this next lecture

INTRODUCTION TO COMPUTER GAME DESIGN EXPLORING GAMEPLAY 开发你对 GAMEPLAY 的理解 To design games, you must play games! Experience many different types of gameplay Do not play the same type of game all the time Flash portals are fantastic! Games are small but focus entirely on gameplay Kongregate & Armor Games are some of the best Puzzle game? Look at Kongregate first

INTRODUCTION TO COMPUTER GAME DESIGN HAVE REALISTIC GOALS Goal: Size of a large, elaborate flash game Quality should be 3.5+ stars on Kongregate Can be played instantly with minimal tutorial Quality over quantity Five amazing levels > 30 poor levels Balance number of challenges with level size Avoid massive changes in gameplay (e.g. power ups)

INTRODUCTION TO COMPUTER GAME DESIGN SUMMARY Game design is Imagining & defining your game Describing it to your development team Adams: games as wish fulfillment What dream are you satisfying? What goals does this dream create? What actions achieve those goals? What setting does this dream create? What is the appropriate interface?