Lecture 2: Game Design

Similar documents
>> My name is Danielle Anguiano and I am a tutor of the Writing Center which is just outside these doors within the Student Learning Center.

A: We really embarrassed ourselves last night at that business function.

Next Generation Tech-Talk. Cloud Based Business Collaboration with Cisco Spark

PRE-TOURNAMENT INTERVIEW TRANSCRIPT: Tuesday, January 27, 2015

How to Write a Great Press Release: A Sample Press Release Template from PublicityInsider.com

QUESTION: How has the class helped you grow/change as a communicator in the world of work?

A: I thought you hated business. What changed your mind? A: MBA's are a dime a dozen these days. Are you sure that is the best route to take?

Secrets From OfflineBiz.com Copyright 2010 Andrew Cavanagh all rights reserved

joel_maloff-phone.com-cloud_based_phone_service Page 1 of 5

Preproduction in the Game Development Process

Engagement and motivation in games development processes

Read books with appealing pictures that match their age and interests. They like books with rhythm, rhyme, and repetition.

game development documentation game development documentation: concept document

DAN'S VAN: AN ACCIDENT STORY PART TWO

Using collaboration to enable the innovators in your organization. Welcome to the IBM CIO Podcast Series. I'm your host, Jeff Gluck,

IMGD The Game Development Process: Fun and Games

PotPieGirl's Pinterest SEO Tips

How To Increase Your Odds Of Winning Scratch-Off Lottery Tickets!

Jared Roberts (PelotonU)

I've got a quick question for you

not think the same. So, the consumer, at the end, is the one that decides if a game is fun or not. Whether a game is a good game.

Jenesis Software - Podcast Episode 3

Basics of Web Design, introduction to web site design and web page design skills

Making Money Your Friend

Transcript - Episode 2: When Corporate Culture Threatens Data Security

Module 6: How to Write the Book

Game Design Document and Production Timeline. John Laird and Sugih Jamin University of Michigan

Date. Hello, Good Afternoon and Welcome to Pegasus Racing! I cordially invite you to join me...

Transcription. Founder Interview - Panayotis Vryonis Talks About BigStash Cloud Storage. Media Duration: 28:45

Your final grade will be the sum of all your scores. The scale for each grading period for your reading grade is as follows:

Welcome inside... CPA Insider. By: Ezra Wyckoff

Realistic Job Preview Family Services Specialist (FSS)

Penetration Testing Walkthrough

56 Key Profit Building Lessons I Learned from Jay Abraham s MasterMind Marketing Training.

Okay, good. He's gonna release the computers for you and allow you to log into NSLDS.

The Challenge of Helping Adults Learn: Principles for Teaching Technical Information to Adults

Show notes for today's conversation are available at the podcast website.

Become a Great Presenter Easily, Conveniently, Quickly

BOSTON UNIVERSITY Course Syllabus: DESIGN THINKING FOR MULTIPLATFORM MARKETING

Profiles of Civil Engineers

Ludology. Ludology: Psychology of fun. Remembering from last time. Thinking like a gamer

How to Create Winning Joint Ventures

The Greatest Sales Letters Of All Time

Math Matters: Why Do I Need To Know This?

CHILDREN'S SELF-ESTEEM

PARAGRAPH ORGANIZATION 1 Worksheet 1: What is an introductory paragraph?

Good CAD / Bad CAD. by Tony Richards

Barcodes in the Classroom

Using Google Docs in the classroom: Simple as ABC

Advice for Recommenders: How to write an effective Letter of Recommendation for applicants to the Stanford MBA Program

The Design Document. Videogame Design and Programming. Prof. Pier Luca Lanzi

Kim: Thank you Todd, I m delighted to be here today and totally looking forward to our conversation.

Scripts. WARM MARKET (someone you know of ) CALL BACK SCRIPT (POSTCARDS, ProSTEP, COLD CALLS) SCHEDULE THE LIVE PRESENTATION CALL

"Breakthrough New Software Automates The Optimization Process To Get You A #1 Ranking - All With The Single Click Of A Button!"

Contents.

SARS_ _ Page 1 of 6

A Sample Radio Interview

Introduction to Open Atrium s workflow

Teaching Public Speaking Online

WHAT ARE THE KEYS TO SUCCESS?

Managed Services in a Month - Part Five

Human Services Associate Spring 2014 Student SLO Report

ActionScript 3 and Game Design

CREATIVE S SKETCHBOOK

These Two Words Just Made Us 37% In 3 Months. "These Two Words. Just Made Us 37% In 3 Months"

A whole new stream of income - For many, affiliate commissions are like "found money."

10 Tips & Tricks to Using Open Atrium

Using Storytelling to Enable Engagement of First Level Students in Programming Courses

How to Create a Diverse Marketing Plan Valtimax Radio. PO Box Aventura, FL

COACHING GUIDE. Preparing Athletes for Competition

Podcast Transcription Session 20: Renaud Laplanche

B: He's getting a divorce and says he won't be able to pay for it after he pays alimony and child support.

No One is Too Busy for the Human Race

How to Host Your Murder Mystery Party. General instructions for hosting your murder mystery party game from Host-Party.com

Team Announcement Teleconference

What's distinctive about your program?

25 Quick Content Ideas for Social Media & Marketing

$ $ Lessons on Stewardship. $ $ $ $ $ $ A Three Week Children s Church Curriculum Week One: Tithes Week Two: Offering Week Three: Stewardship

Profiles of Mechanical Engineers

PROJECT MANAGERS - PROGRAMMERS

WRITING ACROSS THE CURRICULUM Writing about Film

Some FAQs answered for you by Christopher Pavsek, Associate Professor of Film

Counselor Lesson Plan

Over the past several years Google Adwords has become THE most effective way to guarantee a steady

Facts and figures XS SOFTWARE : WE ARE PROUD OF : Is a leading international company - specializing in browser games for over 9 years now

STORYTELLING. Tips for teachers. WORKING DOCUMENT June MEQ-DFGJ in collaboration with RCCPALS and RREALS

An Introduction to Design Thinking

Hello, my name is Jessica and I work in Human Resources for Target Corporation.

People know the more common apps such as Angry Birds and Around Me, but can you work out what the following apps do?

TRADING FROM HOME AS A BUSINESS

EASY GAME DESIGN ROOM: C102 & C126 BIOGRAPHIES

Profiles of Mechanical Engineers

WELCOME! LETS BEGIN. James Marchant Founder of Diligence Digital

Difficult Tutoring Situations

Children Academy 123 Tracing

JA003 Výběrová angličtina pro přírodovědce

HIGHLIGHT PROGRESSION WHETHER IT BE IN SCHOOL, LEADERSHIP, OR WORK.

Transcription:

CITS4242: Game Design and Multimedia Lecture 2: Game Design

What is Game Design? Game design includes developing and considering the following aspects of a game: - Concept - Genre - Setting (often including map/level design) - Characters - Premise and storyline - Audience and player motivation - Game mechanics and game play - Mood and atmosphere - Look and feel graphics and sound

Common Genres There is a huge variety in computer games, but we can classify the majority of them: - Action/Shooter games - Emphasis on fast action and reflexes, shooting things (Doom, etc.) - Stealth games are similar, but with an emphasis on not being detected and being cunning. - Strategy games - Focus on planning, resource management - Can be either real-time strategy (RTS) and turn-based strategy (TBS) - Racing games - Sports - Adventure/Role playing - Arcade/Platform - Online games - There are many variants and combinations of these, and some games that don t fit well.

So how do you design a game? Learning game design is not easy - It is roughly similar to learning to write fiction. - Most game designers say that the most important thing is to play many games. - And to keep a critical eye as you do. - What do you like? What not? What works well? Why? - Watching others play games and listen to their opinions is important too.

The following is a collection of quotes from top game designers. - From So You Wanna Be A Game Designer, GameSpot http://au.gamespot.com/features/6129276/index.html - Four top game designers were interviewed: - Chris Avellone, Obsidian Entertainment - Cliff Bleszinski, Epic Games - Ken Levine, Irrational Games - Akira Yamaoka, Konami Levine: 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. I remember playing Midnight Club 2 recently on the Xbox and thinking, "I could never design this game in a million years." I have no idea what makes sports games fun. But for some reason, I have some insight into what makes strategy games, shooters, and RPGs fun...probably because they're the kind of games I enjoy playing.

Ken Levine: I remember being really surprised to learn about how technical game design was. A lot of people tell me: "I've got a great idea for a game." Frankly, who gives a crap? A great idea is meaningless. A great idea that leverages your existing technology, gets the team excited, is feasible to do on time and budget, is commericially competitive, and, last but not least, floats the boat of a major publisher... Now you have something. Avellone: We're working on Neverwinter Nights 2 right now (most everyone at Obsidian is, although we have 10-15 people working on our next project, which is not a sequel). The way design usually works is that we blue-sky a vision document for the game's key features and fun factor. Then we make it more realistic, turning it into a "creative design doc" that the programmers break down into a schedule.

Bleszinski: Going from the original creative vision to what the game is eventually going to be it isn't always about making the best game possible. It's about the tradeoffs you decide on as a designer. You're making the best game possible with x people, y months, and with z dollars. It's like playing an RPG where you have 20 points to allocate to strength, dexterity and intelligence. You can't have it all. You have to pick, what are the things you're going to do well in this game? There are three to five things we're going to do that no one has ever seen, that we're going to do better than anyone else, and commit to it. You start off with your grandiose design of what your first game in a new franchise is gonna be. And you have 800 million ideas. Ultimately you wind up with a fraction of them. If you have enough ideas, you've got plenty of material for the sequel. If you do a good enough job on the first game and establish the franchise, you'll have plenty of ideas for the rest of the games.

Levine: Game development is an extremely iterative, collaborative process. A designer who sits off in a corner by himself writing a game design doc is going to be pretty shocked at the reaction he gets when he gives it to the team to "figure out." Great games are great because they leverage all the tools at hand: people, technology, design, art, etc. Yamaoka: We, the development team, hold meetings and spend a lot of time until we reach a consensus of opinion. We talk about everything from the promotional side of the game to very philosophical topics...like "crime and punishment," for instance, in Silent Hill 2. [We] discussed pain and anguish of a human being until everybody fully understood their part in the game development. My job is to make sure everything is shared within the team, from the theme of the game to individual opinions, so that the team can work efficiently. And this responsibility will continue until the game is complete.

Chris Avellone: Well, technology facilitates design and storytelling. Just like design, there are only so many programming resources to devote to tackling design issues, so you have to choose your battles and scale back your design so it falls within the technology requirements for your platform (console or PC) and your programming resources (it's great to have a 50-page spec on how radiation will work in a game, but it's much better if you leverage the existing code for poison and save the programmers two weeks of work). Also, there's the temptation to throw every fun element you can think of into a game, and this just isn't feasible. You need to use all your programming assets to reinforce the fun factor and the key design elements of your game (preferably combat and gameplay), or focus on tools that allow more people (especially nonprogrammers) to implement content without taking programmers down.

Bleszinski: I've really seen the value in iteration. Fun is the sum of its parts. It's hitting the button and feeling the responsiveness and seeing your character move and jump. It's pulling the trigger and seeing the nice muzzle flash. It's seeing the enemy react when you shoot him. It's seeing the enemy react to the fact that you're trying to shoot him and seeing the AI dynamically adjust. All these things coming together. Levine: I've grown to trust those around me more. I remember I once heard a designer say that he wished they had a machine that could literally transform thoughts and ideas into game designs. To me that would defeat the purpose of working in games: collaboration. The market has also changed. Certain genres that were around when I got my start are pretty much gone now, and new ones have evolved. Game designers who don't obsessively play games are not game designers.

Yamaoka: My approach has changed from creating a traditional "video game" method to creating content on an interactive media system. In today's world of gaming, the range of age and type of players has broadened, so greater creativity is required from the game designer. One single approach will not be enough. You have to go beyond the traditional approach of creating video games [by], for instance, making it into a joint project with other media, like with film and music. Chris Avellone: I enjoy working on RPGs, hands down, mostly because the story and world and characters have a higher importance than many other games (this trend is changing, however). Any genre is generally cool: sci-fi, fantasy, postholocaust. I've worked on them all and enjoyed them. I wouldn't mind doing a modern-day RPG, however. I think it's more likely you'll be working on licensed properties in the industry than original intellectual properties. Obsidian's been lucky in the licenses we've been able to work with (Neverwinter and KOTOR2), and licenses carry the advantage of having a tone, world, and parameters established for you from the outset. The advantage of IPs is you have your own sandbox to play in, and the approval process is your own.

Yamaoka: The skill to communicate with others is very valuable, because you have to cooperate with a lot of people to finish a project. Creators often have egos that they need to control in order to go in the same direction with the team. Also, being aware of content on other media is helpful as a game creator. Bleszinski: You need to understand most of the disciplines that are involved. You need to be an avid game player. You need to be a big picture guy, as far as paying attention to pop culture and relationships, and life, in general. Real life experience does make you a better game designer. If you go skydiving or scuba diving that will make you a better game designer.

Levine: I wouldn't count on lucking out like I did. The way into game development is very clear, however: QA. Get a job in quality assurance. Unlike most industries, the gaming equivalent of "starting in the mailroom" actually puts you in the thick of the action. There is no better way to get an understanding of what makes games tick. There's no better place to observe design elements that read brilliantly on paper but turn into crap when they hit the screen (which happens more often than not). And there's no better place to figure out how to fix those design elements when everything goes pear-shaped. In terms of skills and personality, I'd suggest the following: Learn how to write a document. I generally structure all my docs in a reverse-pyramid style. I start at the top, with a single sentence: "Freedom Force is a real-time heroic tactical RPG which allows players to grow and manage their own team of superpowered heroes." Then I expand that thought out to a paragraph. Then a page. Then two pages. And so on. Write a document assuming that no one cares what you have to say. The reader is not in your head. They will not come to you. You have to bring it to them. How? Be clear. Be concise. Be entertaining. Keep your concepts based on things they understand and relate to. And, for God's sake, watch those proper nouns. Nobody ever liked a game design document because the designer had worked out the family tree of the villain back 27 generations. And play a lot of games. Even bad ones. In fact, especially the bad ones. If you can't find one useful idea from every game you play, you're not looking hard enough.