Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.

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Presentation transcript:

Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games

Chapter 1 Games and Video Games2 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games3 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games4 © 2007 by Pearson Education, Inc What Is a Game? Toys do not have rules or goals Puzzles have goals Games have rules and goals

Chapter 1 Games and Video Games5 © 2007 by Pearson Education, Inc What Is a Game? (Cont.) A game must include  Play activity  Pretended reality  A nontrivial goal  Rules

Chapter 1 Games and Video Games6 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games7 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games8 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games9 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games10 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games11 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games12 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games13 © 2007 by Pearson Education, Inc 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 may 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

Chapter 1 Games and Video Games14 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games15 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games16 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games17 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games18 © 2007 by Pearson Education, Inc Presenting a Game World To present a game world, video games can use  Pictures  Animation  Movies  Music  Dialog  Sound effects

Chapter 1 Games and Video Games19 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games20 © 2007 by Pearson Education, Inc Aesthetics All game elements should be high in quality and present a similar 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

Chapter 1 Games and Video Games21 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games22 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games23 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games24 © 2007 by Pearson Education, Inc Creative and Expressive Play People love to create, 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

Chapter 1 Games and Video Games25 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games26 © 2007 by Pearson Education, Inc 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

Chapter 1 Games and Video Games27 © 2007 by Pearson Education, Inc 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