The Design Process Dr. Héctor Muñoz-Avila Assigned readings: Preface, Chapters 1 & 2, Lord Rings.

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Presentation transcript:

The Design Process Dr. Héctor Muñoz-Avila Assigned readings: Preface, Chapters 1 & 2, Lord Rings

Two Notes In class we will cover part of the assigned chapters and some topics not in the book –You are responsible for the assigned chapters + topics covered in class The book take on game design can be controversial at times –We will disagree with the book from time to time –We have to be critical based on your own experience –After all you are “gamers” However, the book does offer a unique contribution: describes a theory for aesthetics of game design and developed a theoretical framework for this topic When is a game “cool”?

Preliminaries of the Course Games: have been there for a long time –Think: Chess (2BC?) But only with advent of computer technology more attention has been given to game design –For no small reason because of revenue!revenue Current state of the art: –“build a cathedral with a tooth brush” Two aspects of complexity: –Internal structure of the game –Player experience The “forgotten” aspect –Game can be boring Spawn Wander ~E D Attack ~E E E D ~S Chase E S S D

Preliminaries of the Course (2) A general theory system is need. Or does it? Do you see any benefits of such theory? –Sure: we can gain insight and understanding –There is a sense of “boundless potential”: Which contrast to the reality of what is on the market –What kind of potential? High-level cognition and rapid response at the same time Open ended, collaborative But where are games that explore these possibilities?

Preliminaries of the Course (3) Although there is indeed a lot of creativity Big gap between what can be done and what it is usually done –Analogy between interactive systems today and mechanical systems in Victorian time

The Pong Game Pong is a very simple game inspired in Ping-PongPong Since its inception in 1972 was a big hit and continues today Why people like to play Pong? –Simple to play –Social –Every game is unique - Controversial issue: control versus openness

Side Track: Control versus Openness Morrowind Half-Life Lets discuss advantages and potential drawbacks

Game Design Game designer focuses on: –Game play –Internal structures (e.g., rules) –Expected player experience: How games evoke emotional-intellectual responses from players Game design is not game development –Although at points difference is unclear Lessons we learned form game design can be applied to interactive systems more broadly –Example: Intelligent Tutoring Systems

What is a Game? Two definitions: –Games are everything –Games are an interactive storytelling medium Here we try to give multiple points of understanding –A different example: Design of a kettle War games, economy games, … Size Weight Shape Cost Material Color Intended use!

Game Design Schemas and Fundamentals Schema: a way of framing and designing knowledge Primary schemas for game design: –Rules: logic of the game (Chess) –Play: experience with the game (F.E.A.R)F.E.A.R –Culture: context of the game (Monopoly) Factors of game design fundamentals include: –Interactivity (of the game, but also social interaction) –Player choice, action and outcome Even in a highly-scripted game like Half-life players have choices, which? –Rule-making and rule-breaking

Iterative Design Designing by experiencing things made Iterative design is a play based design process –Playtesting and prototyping –Prototype defines fundamental rules and core mechanics of game Why is iterative design so important? Prototype should be tested within 20% of the schedule for a project –In this class we are going to experience it - Because it is not possible to fully anticipate play apriori

Prototyping Doesn’t have to be fully automatic Doesn’t have to include final graphics/arts But it is more than an slideshow! –This is why we are not going to design a game “on paper” Typically, commercial games are pre-defined by a large spec-document… –… which becomes obsolete when game is developed –Play of a game always surprise its creators –Let your self be surprised and be flexible! But there are companies well-known for testing and re-testing

Lord of the Rings Board Game Author: Reiner Knizia Team play: 4-5 players Main board and four scenario boards 5 Hobbit figures sets of action and resource cards. The outcome of action determines how close you move to the shadow and Sauron on the Main board. You must keep the ringbearer from being captured by Sauron Role-playing game (RPG)

Lord of the Rings Board Game Designer studied storyline in detail Neat idea: not forcing collaborative play but stimulating it  Examples in games? Game must be replayable multiple times Another idea: designer want to entice players to do side-quests  Examples in games? Shields give bonus when completing scenarios and quests Problem: they want Gandalf but that may create game imbalance  Solution: Gandalf deck with cards that can be bought with shields