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Joshua Wong NUS Games Development Group
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What is a game? ◦ Mechanics & Metaphor ◦ Conceptualization exercise What is game design? ◦ Case study: Rollo ◦ Design Exercise #2 What is fun? ◦ Two approaches ◦ MDA framework ◦ Other game design principles Paper prototyping
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Are these games? ChessSoccer
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What about these? Solitaire Roulette
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Many things we call games: ◦ Board & card games (eg. Chess, Blackjack) ◦ Party games (eg. Bingo, Charades) ◦ Sports (eg. Football, Basketball) ◦ Gambling (eg. Poker, Roulette) ◦ Video games (eg. MapleStory, DoTA, Sims)
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But some things are not so clear… Are these games? Playing house 100m at the Olympic Games
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What about these? Playing the stock market Gameshows
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Common elements of all games: ◦ Players ◦ Rules ◦ Actions & Consequences (Interaction) ◦ Obstacles / Conflict ◦ Outcome (Win/Lose/Score) ◦ “not real”
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No complete definition. Here’s one: “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” (Katie Salen & Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press: 2004)
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Games can be thought of as comprising two layers: ◦ Mechanics: How the game works/functions ◦ Metaphor: How the game is represented Same mechanic, different metaphor Same metaphor, different mechanic Mario Kart Super Mario Bros Burnout Paradise
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Core mechanic: ◦ The action / set of actions that the player will do over and over in the game. E.g. Aim-and-shoot (FPS) Run and jump (Platformer) Line up 3 items of the same colour (Match-3 games) Metaphor ◦ How the game world / system is represented ◦ Gives meaning to player’s actions in game ◦ Should try to match the mechanics closely
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When first brainstorming / conceptualizing games, you can approach from 2 directions: 1.Think of a fun mechanic and then envision the experiences / player role which would allow the player to use that mechanic in various ways. 2.Think of a fun experience / player role (metaphor), and come up with the various mechanics that will support the player’s experience.
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Exercise 1: Mechanic -> Metaphor ◦ Choose one of the action verbs below and create a game around it. Explain the player’s role and world: SpinFloatConnect Exercise 2: Metaphor -> Mechanic ◦ Choose one of the following experiences and create a game around it. Explain the core mechanics. Parenthood Scuba-diving Cheerleading
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“The focus of a game designer is designing game play, conceiving and designing rules and structures that result in an experience for players.” (Katie Salen & Eric Zimmerman, Rules of Play: Game Design Fundamentals, MIT Press: 2004)
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What are the different tasks a game designer does? ◦ World design ◦ Level design ◦ Content design ◦ Systems design ◦ User Interface design
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World design: Lays out game’s background, setting, overarching plot, major characters, primary gameplay Usually done by Lead Designers with lots of experience Complete world prototype for Shadow Complex: http://multiplayerblog.mtv.com/2009/10/13 /exclusive-shadow-complex-prototype-map- revealed/ http://multiplayerblog.mtv.com/2009/10/13 /exclusive-shadow-complex-prototype-map- revealed/ High-level game concept: The Lost World http://www.daniellecheah.com/2008/02/im agine-cup-france-2008.html http://www.daniellecheah.com/2008/02/im agine-cup-france-2008.html
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Level design: Maps out levels, places enemies, resources, obstacles, player spawn points, triggers, puzzles. Level design from Duke Nukem Forever - Incubator Ship Invasion level ( http://ve3d.ign.com/articles/features/46978/D uke-Nukem-Forever-Development-Documents ) http://ve3d.ign.com/articles/features/46978/D uke-Nukem-Forever-Development-Documents
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Content design: Plans and fleshes out game environment with detailed gameplay content. (e.g. quests, equipment, items, characters, events, dialogue) (Top image: WoW quest screenshot taken from: http://www.squarefree.com/categor ies/games/http://www.squarefree.com/categor ies/games/) (Left image: ProgressQuest character sheet taken from: http://hexdsl.wordpress.com/) http://hexdsl.wordpress.com/
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Systems design: Figures out how a particular game system will work. (eg. combat – controls, triggers, damage, statistics, turns, speed, charged powers…) Wargame combat table: http://victorypointgames.com/articleDet ail.php?article_ID=96&page=1 http://victorypointgames.com/articleDet ail.php?article_ID=96&page=1 http://codehelper.org/game- design/video-game-design- video-game-mechanics-part-iii/
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User Interface / Usability design: Figures out how to make the game easier or more friendly for users to interact with. (eg. control buttons, icons, screen layout, menus…) http://dragonica.thqice.com /control_interface.html http://taehok.com/night/?page_id=64
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Summary of design jobs: World DesignLevel Design Content DesignSystems Design User Interface Design Game design for small projects (like yours): All of the above!
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http://nusgdg.org/?page_id=12
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Based on your game concept: ◦ Design a system ◦ Design some content ◦ Design the user interface ◦ Design a level
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“Game designers have a weird job. At root, it is their responsibility to ensure that a game is fun to play. The problem with being a game designer is "fun" is an extremely relative term.” (Ken Levine – “So You Wanna Be a Game Designer”) http://www.gamespot.com/features/6129276/p-2.html
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Two main schools of thought: 1.A game’s fun comes from the enjoyment of problem-solving. Flow theory Choices & consequences Risk vs. reward 2.A game’s fun comes from a combination of different types of fun, in different proportions. Callois’ categories of games MDA Framework 4 Fun Keys (XEO design)
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The MDA framework: ◦ Mechanics: The rules and concepts that formally specify the game-as-system. ◦ Dynamics: The run-time behavior of the game-as-system. ◦ Aesthetics: The desirable emotional responses evoked by the game dynamics. MechanicsAestheticsDynamics Slide presentation ideas borrowed from: http://algorithmancy.8kindsoffun.com/GDC2007/index.html http://algorithmancy.8kindsoffun.com/GDC2007/index.html
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What the player sees: How the designer works: MechanicsAestheticsDynamics MechanicsAestheticsDynamics Player Designer Slide presentation ideas borrowed from: http://algorithmancy.8kindsoffun.com/GDC2007/index.html http://algorithmancy.8kindsoffun.com/GDC2007/index.html
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Eight kinds of fun: ◦ SensationGame as art object ◦ FantasyGame as make-believe ◦ NarrativeGame as unfolding story ◦ ChallengeGame as obstacle course ◦ FellowshipGame as social framework ◦ DiscoveryGame as uncharted territory ◦ ExpressionGame as soapbox ◦ SubmissionGame as mindless pasttime Hunicke, Leblanc& Zubek (2004) http://www.8kindsoffun.com/
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Examples of games: ◦ The Sims is “fun”: Fantasy, Expression, Narrative ◦ DotA is “fun”: Challenge, Fellowship, Discovery, Fantasy ◦ Roulette is “fun”: Submission, Sensation ◦ H.A.L.O. is “fun”: Challenge, Sensation, Fellowship, Discovery, Fantasy, Narrative.
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Flow theory ◦ When player’s skill level = challenge difficulty level, players can enter into the ‘flow’ state. ◦ If challenge is much higher than player’s skill, player will feel anxiety. ◦ If challenge is much lower than player’s skill, player will feel boredom/relaxation.
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Choice & Consequence: “According to Sid Meier, a [good] game is a series of interesting choices. In an interesting choice, no single option is clearly better than the other options, the options are not equally attractive, and the player must be able to make an informed choice.” (Rollings, Andrew and Dave Morris. Game Architecture and Design. 2000) ◦ Consequences of choices should be clear ◦ Consequences of choices should be different ◦ Consequences of choices should be balanced
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Risk versus Reward: ◦ Risk should be matched against reward. ◦ High risk action = high reward ◦ Low risk action = low reward This also works the other way around: ◦ High reward for player = high risk ◦ Low reward for player = low risk
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Any questions?
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DesignBuild Test / Analyze Iterative Design Process: The Game Design Cycle
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Build a prototype of your gameplay on paper, before you touch any code. The point is to find the fun as quickly and cheaply as possible (or to discover it is not as fun as you thought it would be). Fail Early. Fail Often. Fail Faster. Fail Sooner.
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