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Elements Of GamePlay.

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Presentation on theme: "Elements Of GamePlay."— Presentation transcript:

1 Elements Of GamePlay

2 Starting Points for New Ideas
Gameplay New idea for a way to play the game Technology Now we know how to do clothes, we’ll make a clothes designer game… Story I’ve always wanted to be an astronaut on a new planet… Sport Let’s make a curling game? Character James Bond game

3 Inspiration Story you’ve written
Ideas from movies, books, songs, comics Market research (What the public wants) Hybrid: Mix ideas from other games.

4 Interactivity Think about the game from the player’s perspective:
What will the player DO? What will the player see? Would you want to play it?

5 Inside-Out Approach Begin on the “inside” of the game: gameplay
Work “out” to the story and plot Begin with defining primary gameplay mode

6 What Players Want A Challenge
Socialization - or - dynamic solitary experience Bragging Rights Emotional Experience To Explore To Fantasize To Interact

7 What Players Expect Consistency To understand the world’s bounds
For reasonable solutions to work Directions Accomplish Tasks incrementally Immersion Setbacks A Fair Chance To Not Repeat themselves To Not get hopelessly stuck To Do, not watch

8 Anticipatory vs Complex Systems
Anticipatory Systems Try to predict everything the user might do and hardwire the reaction Complex Systems Model a complex state for each object Even un-anticipated actions should follow the physics of the world

9 Game Perspectives First-person Third-person Side Scrolling
Doom Third-person Tomb Raider Side Scrolling Mario Bros Aerial - isometric or top-down Football Can have multiple modes

10 Game Settings Physical Temporal Environmental 1D, 2D, 3D Scale Factor
Grid-based or continuous space Temporal Real-time or turn-based Any variableness? Adjustable? Environmental Cultural beliefs, attitudes, values, family structure Physical surroundings, weather, plants, buildings Level of detail

11 Game Settings Emotional Ethical Realism Chance Character emotions
Player emotions Ethical Victory/defeat defines “good” and “bad” Watch for real-world look without real-world ethics Realism How real does the world look? Chance

12 Types of Challenges Physical Races
Speed/reaction time (twitch games) Accuracy & Precision (steering / shooting) Timing and rhythm (DDR) Learning special sequences of moves (fighting) Races Logical Challenges (Don’t use trial & error)

13 Types of Challenges Exploration Conflict Doors & Traps game Mazes
Strategy, tactics, logistics Survival Defending resources

14 Types of Challenges Economic Conceptual Accumulate wealth Efficiency
Acheiving balance / stability Caring for living things Conceptual Understand something new Deduction, observation Detective games

15 Types of Challenges Construction / Destruction Storytelling
Build a city Upgrading Planning Destroying Storytelling Ask characters what’s going on Listen to stories Dicker with merchant

16 Game Economy Resources Sources Drains Ammunition, hit points, life
Power ups, clips, potion Drains firing weapons, being hit

17 Emergence Emergence Desirable aspect of gameplay
Player-unique solutions As players play, they find a strategy that uses the rules of the gameworld to his advantage Ex: When all the grubs are gone, a new batch gets dispatched. Player kills all but one Discovery gives sense of pride to player and spreads by word-of-mouth.

18 Positive Feedback Needed for emergence to work
An achievement makes the next easier Tell the user they are doing well Draw them into the game Examples: Power ups become available Monopoly: more houses = more money Better I do, worse for enemies

19 Controlling Positive Feedback
Introduce negative feedback Gold is heavy Ahead in race, more likely to get lost Introduce element of chance Game gets harder as you go Game that does this well is called balanced.

20 Non-Linearity Ways in which the user can choose Types
Story takes different turns (“Choose your own adventure”) Multiple solutions Order of levels or puzzles Selections: You can solve puzzle A or puzzle B

21 Modeling Reality More real = more immersive
More real = more compelling More real = Boring More real = More frustrating Ask yourself – Does it add to the game?

22 Teaching the Player First few minutes are crucial Start simply
Introduce controls in a safe environment Give simple rewards in beginning Make easy controls (& icons) Make easy outputs (screens, maps, vitals

23 Look at the Big Picture What statements about the world are you making? Stereotypes Ethics Culture Right/wrong


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