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Published byΦωτινή Εφθαλία Θεοτόκης Modified over 6 years ago
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Game Difficulty Again driven by target audience
BUT modifiable difficulty can widen audience Also adds to replayability As discussed earlier, difficulty is key for player engagement Too easy and game is boring, no feeling of accomplishment Too hard and game is frustrating, player is too uncomfortable to learn Sweet spot is in the middle with regular rewards for increasing skill There are some exceptions, eg Slot Machines Difficulty can be static or dynamic Why choose one over the other?
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Static Game Difficulty
Player chooses difficulty Give player control over their play experience Makes it clear what “tier” player is on Makes game more repeatable Easy to reward more difficult play Can be as simple as bragging rights, higher scores, etc Generally easiest to implement. Fixed tuning levels
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Dynamic Game Difficulty
Game adjusts to player on the fly “Rubber banding” Ideally keeps everyone in the area that flow occurs Difficult to implement/tune Needs many levels, or continuos tuning Can be gamed Purposefully flub a few low reward missions to make high reward one easier Can seem “unfair” My skill keeps improving but I end up with the same result Works best with strong and clear feedback
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Save and Load systems There have been many variations
More onerous systems up the sense of risk and resulting accomplishment More forgiving system encourage experiementation, creative play, and learning This gets back to your game goals and target audience again
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Content Player domain describes player’s interaction with the game
Game domain describes game systems that support those interractions Content Domain describes the discrete assets that go into that experience Story Game narrative and/or backstory Art 2D and 3D art assets Audio Audio assets
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Game Design Courses at WPI
IMGD Design of Tabletop Strategy Games IMGD 202X Digital Game Design IMGD 403X Advanced Storytelling: Quest Logic and Level Design (Slides courtesy of Dr. Mark Claypool) IMGD 1001
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Outline Gameplay (this deck) Level Design
Game Balance (Slides and exercises courtesy of Dr. Mark Claypool) IMGD 1001
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Gameplay Player experiences during the interaction with game systems
Collective strategies to reach end points (score, goal) Specific to game activities “What the player does” Includes Utility - A measure of desire associated with an outcome Payoffs - The utility value for a given outcome Preference - The bias of players towards utility IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Gameplay Example (1 of 2) Adventure game: Knight and Priest
During combat Knight in front with sword Priest in back casts spells (all spells cost the same) E-bolts (do damage equal to sword) Band-aids (heal equal to sword) Fight a single opponent with sword Which spell should Priest cast? Against 1 big opponent with 6 arms? Against 30 small opponents with weak attacks? Can always decide which is better (not interesting!) How can we fix this? IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Gameplay Example (2 of 2) Now, suppose…
Band-aids still affect single target but e-bolts have an area affect E-bolts do less damage, but armor doesn’t make a difference Now, which spell should Priest cast? Answer isn’t as easy. Interesting choices. Good gameplay. “A game is a series of interesting choices.” - Sid Meier (Pirates, Civilization…) IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Implementing Gameplay (1 of 2)
Choices must be non-trivial, with upside and downside If only upside, AI should take care of it If only downside, no-one will ever use it Note, this is only regarding Game Theory Ex: Could have ray gun that plays music. “Cool”, but soon “gimme the BFG” Ex: Tank’s usually have “Taunt” What for? Other examples from popular games? Gameplay value when upside and downside and payoff depends upon other factors Ex: Rohan horsemen, but what if other player recruits pikemen? Ex: Bazooka, but what if other player gets out of tank? IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Implementing Gameplay (2 of 2)
Should be series of interesting choices Use of health potion now may depend upon whether have net for capturing more fairies Having net may depend upon whether needed space for more arrows for bow Needing arrows may depend upon whether killed all flying zombie bats yet Hence, well designed game should require strategy Note, even Tetris and PacMan have strategy! Game must display complexity But doesn’t mean it must be complex! Don’t make too many rules (“less is more”) Ex: how many rules does chess have? Emergence from interaction of rules/simple systems Ex: In Populous, Priests convert, but not if already in combat. By design? Maybe, but non-intuitive result. Remember the 3 body problem IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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The Dominant Strategy Problem
Articles with “10 killer tactics” or “ultimate build” What are these doing? Should never have an option that is so good, it is never worth doing anything else Dominant strategy Should never have an option not worth using Dominated strategy IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Near Dominance Worth looking for near dominance, too
Near-dominated – useful in only very narrow circumstance Near-dominant – used most of the time Ex: stun gun only useful against raptors, so only useful on raptor level (near dominated) Do I want it used more often? How much effort on this feature? Should I put in lots of special effects? Ex: flurry of blows most useful attack (near dominant) by Monk in D&D Should we spend extra time for effects? IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Avoid Trivial Choices Cavalry Archers Lancers Better (see right)
Transitive, not so interesting Better (see right) Cavalry fast, get to archers quickly with lances Lancers’ spears hurt cavalry bad Lancers slow, so archers wail on them from afar What game does this look like? rock-paper-scissors Intransitive, more interesting IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Toolbox of Interesting Choices
Strategic versus Tactical Supporting Investments Compensating Factors Impermanence Shadow Costs Synergies IMGD 1001
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Strategic versus Tactical (1 of 2)
Strategic choices affect course of game over medium or long term Tactical choices apply right now Ex: build archers or swordsmen (strategic) Ex: send archers or swordsmen to defend against invading force (tactical) Strategic choices have effect on tactical choices later Ex: if don’t build archers, can’t use tactically later IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Strategic versus Tactical (2 of 2)
Ex: StarCraft Strategic choice: 1) upgrade range of marines, 2) upgrade damage, or 3) research faster fire Which to choose? If armored foes, Protoss Zealot, more damage If fast foes, Zerglings, maybe faster fire Other factors: number of marines, terrain, on offense or defense IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Supporting Investments
Often game has primary goal (ex: beat enemy) but also secondary goals (ex: build farms for resources) Some expenditures directly impact primary goal (ex: hire soldier), while others indirect (ex: build farm) called supporting investments Supporting primary goals are “one-removed” Ex: improve weapons, build extra barracks Supporting secondary goals are “two-removed” Ex: build smithy can then improve weapons Ex: research construction lets you build smithy and build barracks (two and three removed) Interesting since element of strategy Payoff will depend upon what opponents do IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Compensating Factors Consider strategy game, all units are impeded by terrain Ships can’t go on land, tanks can’t cross water, camel riders only in desert Flying unit that can go anywhere How to balance? 1) Make slow 2) Make weak, easily destroyed 3) Make low surveillance range (but could be unrealistic) 4) Make expensive Common but uninteresting since doesn’t change tactical use! Guideline is to ask what is best and worst about choices: 1) This move does most damage, but slowest 2) This move is fastest, but makes defenseless 3) This move best defense, but little damage Most should be best in some way What if ok in every way? Versatile (next) IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Versatility With versatility, a 4th choice:
4) This is neither best nor worst, but most versatile Ex: beam can mine asteroids and shoot enemies Versatility makes it good choice Versatility, neither best nor worst Good for beginners Flexible, so often more powerful (against unpredictable or expert opponent) Speed makes units versatile Common Don’t make fast units best at something else Versatile unit cheapest and most powerful not an interesting choice IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Impermanence (1 of 2) Some things are permanent Others are not
Ex: you get a potion that raises max HP Others are not Ex: I got the “one ring” but you can grab it off me Really, impermanence is another kind of compensating factor i.e., impermanence can compensate for something being really good a common and valuable technique Can be used for interesting choices Ex: choice of “medium armor for rest of level” or “invulnerable for 30 seconds”? Advantage (or disadvantages) can be impermanent in number of ways. How? IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Impermanence (2 of 2) Examples (mostly from Magic the Gathering – Battlegrounds) Can be destroyed (enchantments, ex: gratuitous violence makes units tough, but can be destroyed) Can be stolen or converted (ex: threaten steals or converts enemy for short time) Can be applied to something you don’t always have (ex: goblin king gives bonus to goblins, but must have goblins) Certain number of uses (ex: three grenades, but grenade spamming) Last for some time (wears off, ex: Mario invulnerable star) IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Shadow Costs (1 of 2) In a game, you are continually presented with cost/benefit trade-offs But not always directly Ex: soldiers for gold, but need armory first for weapons and barracks for soldiers Called shadow costs for supporting investments And shadow costs can vary, adding subtlety IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Shadow Costs (2 of 2) Ex: Age of Mythology has wood and food. Food is inexhaustible, wood is finite Direct cost for Charioteer: 60 wood, 40 food and 40 seconds Shadow costs vary over game Early on, food and wood expensive, spawn doesn’t matter (since make few) Mid-game, much food and wood, spawn makes it harder to pump out new units End-game, no wood, spawn is priceless Vary environment and vary shadow costs Ex: more/fewer trees to vary cost of wood Use variability to add subtlety to game Challenge for level designer Expert players will appreciate IMGD 1001 Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
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Synergies (1 of 2) Positive Feedback Negative Feedback
Synergies are interaction between different elements of player’s strategies (note, terms may be different than Ch 2.1) Positive Feedback Economies of Scale – the more of one type, the better (ex: wizards draw strength from each other) Economies of Scope – the more of a set, the better, or advantage of combined arms (ex: trident and net, infantry and tanks) Negative Feedback Diseconomies of Scale – first is most useful, others have less benefit (ex: diminishing returns from more peasants entering a mine since get in each other’s way) Diseconomies of Scope – (ex: mixed troops go only as fast as slowest) IMGD 1001
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Synergies (2 of 2) Ideally, all go together at once, but can emphasize
Ex: Chess is a game of positive feedback Small advantage early on, exploited to crushing advantage Game of negative feedback needs other ways to keep interesting Ex: trench combat makes a “catch-up” factor, or as get far from base, supply grows long, game lasts a long time Ex: Super NES NBA Jam – catch up setting as an equalizer Be aware of both negative and positive feedback IMGD 1001
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Learning curves “The 3 30s”
Comes from MMMOG design What a player should accomplish in The first 30 minutes The first 30 hours The first 30 days IMGD 1001
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Learning Curves Skill Practice (Time) IMGD 1001
Stage 1 Stage 2 Stage 3 Stage 1 – Players learn lots, but progress slow. Often can give up. Designer needs to ensure enough progress that continues Stage 2 – Players know lots, increase in skill at rapid rate. Engrossed. Easy to keep player hooked. Stage 3 – Mastered challenges. Skill levels off. Designer needs to ensure challenges continue. IMGD 1001
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Difficulty Curves (1 of 2)
Practice (Time) Difficulty Stage 1 Stage 2 Easy Medium Hard Maintain Stage 2 by introducing new features! Too steep? Player gives up out of frustration. Too shallow? Player gets bored and quits. How to tell? Lots of play testing! Still, some guidelines… IMGD 1001
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Difficulty Curves (2 of 2)
Practice (Time) Difficulty In practice, create a roller coaster, not a highway Many RPG’s have monsters get tougher with level (Diablo) But boring if that is all since will “feel” the same “Treadmill effect” IMGD 1001
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The Save Game Problem (1 of 3)
Designer talking about RPG Designer: “I’ve got a great trap!” … platform goes down to room. Player thinks treasure but really flame throwers. Player is toast! Tester: “What if player jumps off?” D: (thinks it’s a loophole) … “Ok, teleport in then toast” T: “What is the solution?” D: “There isn’t one.” (surprised) “It’s a killer trap. It will be fun.” T: “So, there’s no clue for player? Charred remains on platform or something?” D: “No. That’s what the ‘Save’ feature is for.” IMGD 1001 Based on Chapter 5, Game Architecture and Design, by Rollings and Morris
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The Save Game Problem (2 of 3)
Player needs to destroy 3 generators before leaving level (or next level, powerless ship doesn’t make sense) Level designer puts up enemy spawner at exit: Infinite enemies prevent exit May think: "kill X enemies and I’m done!" (like Uncharted) Only way to realize can’t leave is to die. D: “After dying a few times, player will realize can’t leave and will finish objectives” Lead: “At which point, s/he throws console at the wall!” IMGD 1001
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The Save Game Problem (3 of 3)
Should be used only so players can go back to their Real Lives in between games Or maybe to allow player to fully see folly of actions, for exploratory and dabbling Don’t design game around need to save Has become norm for many games, but too bad Ex: murderous level can only get by trying all combat options Beginner player should be able to reason and come up with answer Challenges get tougher (more sophisticated reasoning) as player and game progress, so appeals to more advanced player But not trial and error IMGD 1001 Based on Chapter 5, Game Architecture and Design, by Rollings and Morris
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Brainstorming Almost all good design starts with brainstorming
Brainstorming is iterative. Starts broad May return to it later for specific issues (Following slides and exercises courtesy of Dr. Mark Claypool) IMGD 1001
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Outline Motivation Intro to brain storming Exercises IMGD 1001
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Motivation Building a game (or doing anything interesting) is tough!
That's why you are here? ;-) Need to wrap your mind around the problem Divide and conquer: split the problem into manageable parts Iterate multiple times Build team ownership Ownership = commitment This process is done at multiple levels, often with different people involved IMGD 1001
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High-Level Process: Brainstorming
Start with a vague notion, and go from there Move towards concreteness Don't throw away ANYTHING! There are no bad ideas Write down every idea (on Post-it notes, a flip-chart, whiteboard, etc.) Don't make judgments on quality at this time MAIN IDEA: Everyone should feel free to contribute IMGD 1001
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High-Level Process: Prune the Tree
Now the group should have all ideas out there on Post-its, a whiteboard, etc. First, remove anything obviously irrelevant, but be CAREFUL! Now remove or combine redundant things Group related things IMGD 1001
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High-Level Process: Draw Relationships
Now draw charts and write descriptions for each of the remaining things There are many solutions, so you will need to iterate IMGD 1001
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High-Level Process: Validate the Design
Go through each object in detail, and verify that it meets all the requirements IMGD 1001
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Some things to remember
This is not an ordered list You can start anywhere, and go anywhere. Jump around Answers to one question may add other questions or bring the answer to others The one rule is to work from the most general to the most specific There are no bad ideas, just scope limits due to time and budget. In your case, 1 week to a treatment, 3 weeks to functional prototype IMGD 1001
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Exercise 1: Do Now! Story, Player domain
Who is the target player? What do they need or want? What do they expect? What kind of game is this? We know it’s 2D, and that it will be played on PCs What is the point of view? What is the game genre? What are the goals? What is the fiction or narrative? What if any backstory is there? Don’t get too caught up in this: “Story is to game, as plot is to porno.” – J Carmack What is the action vocabulary What are the controls? IMGD 1001
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Exercise 2: Content Story What Audio is needed? Text Art
What levels will tell this story? What lore or backstory? Text What in game text needs to be written for levels? What Audio is needed? Sound effects? Music? Voice over? Art What sprites are needed? What background art? Special effects? Explosions, IMGD 1001
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What Next? Go home and do the same thing in much more detail for your assignment This should be fairly formal Read through the examples Don't write like you speak Include appropriate visual support Be thorough, ITERATE! Software may help E.g. checkout xmind, IMGD 1001
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