Game Design From Concepts To Implementation

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Game Design From Concepts To Implementation Game Structure

Different (?) games

Different (?) games They are all different, but they are all games! hence which are the common traits?

Formal el.: 1. Players Games are experiences designed for players Games require active participation by their consumers! Players : Participate voluntary Both partake and consume the entertainment (unlike music/movies/ theatre/ ) Voluntary accept rules and constraints (lusory attitude) Lusory attitude : Is the curious state of affairs wherein one adopts rules which require one to employ worse rather than better means for reaching an end (Bernard Suits)

1. Players: Roles of players Same role for all players (Chess, Monopoly) More than one role (Master Mind) A variety of roles (Talisman) Role-Playing (D&D) Player-defined roles (Second Life)

Roles of Players Player interest graph (Bartle)

Player Interaction Pattern

Formal el.: 2. Objectives Games lay out specific goals for the players! Objectives : Not present in other form of entertainment (books, movies, music, etc.) key elements: without them the experience loses much of its structure Our involvement into the game is measured by our need to work towards the goal.

Formal el.: 3. Procedures Games have accurate description of what player can do to achieve the goals: rules allow specific actions/methods of play! Procedures : guide players behaviour, creating interactions that would probabily never take place outside the game Ex: in Magic the Gathering, if I need a certain card I simply cannot look through the deck for it, even if this would be more efficient!

Formal el.: 4. Rules Rules : 1. define game objects and concepts (e.g. deck of cards, draw pile, etc.) 2. Limit player behaviour and forbid specific events (e.g. you cannot use rifle bullet with a plasma gun )

Defining Objects and Concepts Objects in games: Can be fabricated or based on ABSTRACTIONS of real world objects have a unique status and meaning defined as part of the game s rule set Objects in board & c. games: defined explicitly by the rules, that players must understand => (generally) very simple objects Objects in videogames: Can be made up by complex set of variables, managed by the system, that define their status HOW PLAYERS WILL LEARN ABOUT THESE OBJECTS? Online D&D Class: WIZARD Race: ELF Alignment: Lawful Good Starting Base Stats Abilities (Level 1) Strength 10 Dexterity 14 Constitution 12 Intelligence 18 Wisdom 8 Charisma 8

Restricting actions Rules restric actions: to address potential loopholes in the game system Chess: u can t move your king into check (-> prevents to loose the game accidentally) To produce delimitations (soccer: team of 11 players, field 360X160 feet ) To avoid unbalancing the game (WarCraft II: to create knights, you need a stable )

Determining effects Rules can trigger effects based on certain circumstances. This: Creates variations in the gameplay: in Memory the second player has an advantage if the first did not find a match Can get the gameplay on track: in a single player you can die to force you to take care of your actions

Procedures & rules Procedures & rules AUTHORITY that stems from an implicit agreement by the players to submit (=> no person associated with it) GAMES = experiences with rules that define objects and principles and limit behaviour. Rules are key structural elements (=> respected) in fact: try to describe a game with NO rules!!

Formal el.: 5. Resources Resources = objects valuable for achieving the game goal, made scarce by the designer Finding/managing resources is key part of many games Value of the resource <=> scarcity & utility

Formal el.: 6. Conflict Games lay out goals, but rules and procedures: Deter players from achieving them Make players work against each other This generates CONFLICT, that can configure in different ways:

Formal el.: 7. Boundaries Objectives & rules apply in the game, NOT in real life Create BOUNDARIES, that can be: Physical (3D space in a videogame) Conceptual (social agreement in GoFish) Huizinga (Homo Ludens) => Magic Circle: a temporary world where the rules of the game apply, rather than the rules of ordinary world The playground is marked off either ideally or materially (arena, card deck, court of justice, temple, etc.)

Formal el.: 8. Outcome Objectives outcome: I can achieve the goal, but nevertheless lose The outcome: is uncertain is measurable and unequal (a winner, a loser, different scores, etc.) Uncertainity is central for players (it s a key factor for a game designer)! If I can anticipate the results, I give up

Formal elements of games We have examined only elements that ALL games share They provide a STRUCTURE to the game 1. Players 2. Objectives 3. Procedures 4. Rules 5. Resources 6. Conflict 7. Boundaries 8. Outcomes This taxonomy is not graved in stone it aims at providing: Conceptual tools Shared vocabulary Contextualisation experimenting creating alternatives inspiring understanding problems etc. Be sure to examine all of them in your game concept!

Formal elements of games Is this enough?? Can formal elements alone provide an intriguing game??

Engaging the player Structure of the game formal elements Engagement of the player??? FUN??? FUN!!! Good entertainment moves us intellectually and emotionally Different players different drivers of engagement Do u remember? Metaphores

Adding emotions Formal els. create the game structure but Dramatical els. add emotions to the game. They: Give context Integrate the formal els. in a meaningful experience (do u remeber? Metaphores ) Create a deeper sense of conncetion to the game

Dramatic el.: 1. Challenge Games create conflict, that the player tries to resolve in her own favour Conflict CHALLENGES players (to solve problems) and generates TENSION : Challenge RISING: Achievement,, Frustration Challenge FLAT/FALLING: Boredom Do u remember? Too hard, too hard & too fast, etc. Do u remember? Too easy, I beat it, it s repetitive, etc. Balancing emotional responses to the amount of challenge is a key to keep players engaged!!

Challenge: Achieving Flow A challenging activity that requires skill (physical/mental): having skills, but no guarantee of the outcome challenge! The merging of action and awareness: when all skills are needed to cope with challenge => attention absorbed by the activity Clear goals and feedback: we know what needs to be done and get immediate feedback Concentration on the task at hand: we are aware only about what is relevant here and now. Focus entirely on game.

Challenge: achieving Flow The paradox of control: people anjoy feeling of control, but this is impossible unless outcome unsure (=> no control!) The loss of self-consciousness: too involved to care about protecting ego The transformation of time: perception of time is altered (videogames are addictive) Experience becomes an end in itself: when most of the previous conditions are met, we enjoy the experience for itself

Dramatic el.: 2. Play Play itself is NOT a game as a matter of fact: Play = free movement within a more rigid structure (Salen & Zimmerman) The more rigid game systems can provide opportunities for players to use imagination, fantasy, inspiration, social skills, etc. to achieve goals

Dramatic el.: 2. Play Play can be: Serious (Chess or Magic tournament, ) Charged and aggressive (multiplayer Quake tournament, ) An outlet for fantasy (City of heroes, WoW, Star Wars Galaxies, ) Design: For the the type of play that suits your players Leaving a bit of space for free-play

Dramatic el.: 2. Play Chris Crawford distinguishes 4 types of play: GAME winning interaction PUZZLE goal TOY no goal STORY no interaction GAMES: rules-based systems, goal = to win (beating an opponent) PUZZLES: rules-based systems, goal = to find a solution TOYS: manipulable (like puzzles), no fixed goal STORIES: cannot be manipulated by players

Dramatic el.: 2. Play Different type of play can be mixed to imagine new challenges / intrigue the players: Quake, LEGO Indiana Jones/Lord of the Rings: games including some puzzles The Incredible machine: puzzles that include a toylike construction set SimCity: a toy that players make puzzle-like through their goals Myst: a story told partly through puzzles

Levels of engagement Not all players need to participate at the same level to have fun (spectators enjoy to watch sport events, u wait for your turn looking at your friend playing a console game ) Spectator Active player Transformational play (the game has effects in RL) SERIOUS GAMES

Dramatic el.: 3. Premise The Premise creates a context to the formal elements: Easier for players to contextualize choices Powerful tool to involve players emotionally

Dramatic el.: 3. Premise You are a set of data Objective: change your data to increase their value => engage other sets of data according to complex algorithms If your data wins, you win You are a young jedy knight You want to grow on the path of light and become master You engage a powerful sith, attack him with your lightsaber and duel with him If you win, you survive and gain experience Same game but.. same experience???

Dramatic el.: 3. Premise Premise establishes the action within a methapor, connecting the players emotionally with the game TRADITIONAL DRAMA Exposition of a story: Time, place, relationships, status quo Problem => conflict Point of attack VIDEOGAME Story (or metaphor): (Time, place, relationships, status quo) objective(s) => conflict Starting action

Dramatic el.: 4. Character Characters: Traditional storytelling: agents through which stories are told Modern (video)games: vessels for participation Powerful tools for player engagement

Dramatic el.: 4. Character Character are defined through the methods of characterization : what they do, say, look like, other say about them Psychological Symbolic (american dream) Representative (ethnic group) Historic (real-world figure) Conflict: Protagonist/ antagonist Impact on story: Major/minor Compexity/evolution: Round/flat (stereotype) What does the character want & need? What does the player hope & fear? 4 questions when designing

more empathy Create tension (the Sims). AI must be believable

Dramatic el.: 5. Story Some games use story to engage players emotionally NB: Premise STORY: has narrative qualities Unfolds during the game (premise could be self-contained) Big question: how much story is enough?

Dramatic el.: 5. Story Uncertainty in a movie/novel is resolved by the author, in a game is resolved by the player!! Very difficult to integrate (well) storytelling in games Generally: story = elaborate version of premise Story chapters at the beginning of levels: Branching storylines: Emergent story:

The Dramatic Arc Conflict: heart of good drama and good game systems Conflict types in drama: Character vs character Character vs nature Character vs machine Character vs self Character vs society Character vs fate Player vs player Player vs game system Player vs multiple players Etc. When conflict is set in motion, it MUST escalate!

The Dramatic Arc Settings, character(s), CONFLICT Deciding factor/event resolve Conflict stars to resolved Conflict totally

The Dramatic Arc in Games Is linked to both formal and dramatic elements (games are designed for increasing challange) but: SUCCESS/FAILURE is in the hands of player!! => great sense of accomplishment (in novels it s only empathy )

Formal & Dramatic elements of games FORMAL 1. Players 2. Objectives 3. Procedures 4. Rules 5. Resources 6. Conflict 7. Boundaries 8. Outcomes STRUCTURE DRAMATIC 1. Challenge 2. Play 3. Premise 4. Character 5. Story ENGAGEMENT