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Game Genre
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Classification of Games How do Games work?
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Genres and Fun FPS FPS Action Adventure Action Adventure Horror Horror Stealth Stealth Sports Sports Simulation or toys Simulation or toys War Games War Games RPG RPG What do you do in the Game? Why is it fun?
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Game Genre FPS (First Person Shooter) What do you do? How is this fun? Half Life
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Game Genre Sports What do you do? How is this fun? FIFA
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Game Genre Simulation or Toys What do you do? How is this fun? Movies Sims
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Game Genre Silent Hill II Horror What do you do? How is this fun?
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Game Genre Blood Omen Action/Adventure What do you do? How is this fun?
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Game Genre RPG What do you do? How is this fun?
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Game Genre Civilization IV RTS What do you do? How is this fun?
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Game Genre Thief Stealth What do you do? How is this fun?
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Game Genre World of Warcraft MMORPG What do you do? How is this fun?
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Game Genre Interactive Narrative Choose dialogue Choose your own adventure Façade Fear FPS (First Person Shooter) Horror
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Classification Systems
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Games can be classified MDA 8 Kinds of Fun MDA 8 Kinds of Fun
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Games can be classified Contest Contest Chance Chance Improvisation Improvisation Sensation Sensation
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Dramatic Elements Dynamic System Formal Elements Where to Begin?
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Games are Systems Formal Elements Formal Elements –Players –Objectives –Rules –Procedures –Resources –Boundaries –Outcome
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How is the interaction between the players organized?
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What goals structure the play?
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What rules guide or limit the players’ actions?
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How does the play proceed?
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What resources are available to players to accomplish their goals?
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What are the boundaries of the experience?
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How will it end?
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Dramatic Elements Premise Premise Character Character Story Story Challenge Challenge Play Play
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Chess = medieval war
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Murder Mystery
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How to make a good game? Establish balance: Flow Establish balance: Flow No dominant Strategy No dominant Strategy Progression Tension: a way for the player to grow Progression Tension: a way for the player to grow Outcome uncertainty, but visible Outcome uncertainty, but visible Reward/Punishment Systems Reward/Punishment Systems
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Composing a System Setup the mechanics and dynamics to create a balanced GamePlay
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Ways to establish balance Manipulating numbers Manipulating numbers Introducing chance Introducing chance Manipulating rules Manipulating rules Use trade-off matrix Use trade-off matrix Encoding the game as another balanced game, e.g. Rock, Paper, Scissors Encoding the game as another balanced game, e.g. Rock, Paper, Scissors
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How to make a good game? Establish balance: Flow Establish balance: Flow No dominant Strategy No dominant Strategy Progression Tension: a way for the player to grow Progression Tension: a way for the player to grow Outcome uncertainty, but visible Outcome uncertainty, but visible Reward/Punishment Systems Reward/Punishment Systems
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Avoid Dominant Strategies Are strategies that gives you a win no matter what. Are strategies that gives you a win no matter what. E.g. E.g. Any game Examples? Any game Examples? Wife BirthdayNot Wife’s Birthday Buy Flowers1020 Don’t Buy Flowers -1000
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How to make a good game? Establish balance: Flow Establish balance: Flow No dominant Strategy No dominant Strategy Progression Tension: a way for the player to grow Progression Tension: a way for the player to grow Outcome uncertainty, but visible Outcome uncertainty, but visible Reward/Punishment Systems Reward/Punishment Systems
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