Title: Trade Offs in Game Design
1Trade Offs in Game Design
2Trade Offs in Game Design
- Quite often in game design, there are conflicts
between different design goals. - One design goal can be achieved only through
sacrificing others. - Sometimes, these conflicts are obvious, but they
can quite be subtle as well. - These conflicts often put the designer in an
unfavorable position. - Which element or elements should be sacrificed to
produced the best overall game?
3Balance vs. Enjoyment
- What seems like the perfect balance to you will
not likely be the perfect balance to each and
every game player. - Some will want it easier.
- Others will want it much more difficult.
- It becomes important to study the core target
audience for the game. - Both their skills and preferences.
- Balance the game to provide this core with the
suitable amount of challenge. - Simpler tweaks to satisfy other players will
likely be sufficient, so do not spend too much
time on this.
4Balance vs. Enjoyment
Screen shot from Warcraft III. Balance is
critical in a game like this, but ultimately, the
game must still be enjoyable to the target
audience.
5Realism vs. Understandability
- Sometimes, finding a balance between accuracy and
abstraction is difficult. - Too little realism might make it difficult for
the player to know what to expect. - Too much realism might clutter gameplay or the
user interface, and make the game harder to
understand and play effectively. - Ultimately, a certain level of realism
appropriate to a games setting is required to
help immerse the player. - A line should be drawn, however, when adding this
realism impairs the players ability to play.
6Realism vs. Understandability
Screen shot from Project Gotham Racing 3. Having
realistic physics to a point makes the game more
understandable.
7Realism vs. Fun
- When adding realism to an entertainment game, it
is important to still ensure the game is
enjoyable and fun to play. - There are many aspects to reality that are simply
not fun and actually quite boring. - These aspects should be left out.
- If adding a feature to enhance realism makes the
game less fun, it is not worth it in the long run.
8Realism vs. Fun
Screen shot from the Sims Online. Many players
feel too much of reality has been pushed in to
the point where it isn't just dumb or boring,
it's sadistic.
9Realism vs. Fun
- As discussed earlier, however, this trade off
usually works the other way for serious games. - If adding fun to a serious game sacrifices
reality in an important way, then it is likely
not worth it in the long run. - If too much reality is sacrificed in creating the
experience, the player might not get out of the
game what they need to, with potentially dire
consequences.
10Realism vs. Fun
Screen shot from Hazmat Hotzone. In a serious
game like this, you wantreality over fun, or
else you could have dire consequences in the real
world.
11Structure vs. Freedom
- This is often a very big question
- Should the player be free to do anything at the
risk of getting hopelessly lost? - Or, should they be led through the game with no
choices, stifling their creativity? - A game designer must balance the structure of
linearity with the freedom of nonlinear gameplay. - Different games have different needs in terms of
structure and freedom. - God games, for example, should have nearly total
freedom with few goals, whereas adventure games
require much more direction and structure.
12Structure vs. Freedom
Two extremes on the structure-freedom spectrum.
On the left is Zork I, an adventure with a well
structured story. On the right is Black White,
a God game with significant freedom. Both
structure and freedom can be successful, if
applied in the right measure in the right kind of
game.
13Mood vs. Playability
- Some experiences cannot be expressed accurately
in a video game without making the game virtually
unplayable. - For example, a game is made so dark to invoke
fear and anxiety that it is nearly impossible to
play. - Or, the colour scheme is made so drab and brown
that it is difficult to pick out important items
from the dreary background. - Essentially, avoid giving the player intractable
problems just for the sake of ambience. - Ambience is important, but ensure playability.
14Mood vs. Playability
Screen shot from Alone in the Dark The New
Nightmare. Maybe it should have been called
Alone in the too Dark to Play?
15Mood vs. Playability
Screen shot from Thief Deadly Shadows. This
level, the Cradle, was ableto establish a
terrifying mood without casting the player into
pitchblackness. Heck, they even let you fire up
a generator and turn on thelights. Trust me
it didnt make it any less scary
16Mood vs. Playability
Screen shot from Doom 3. A very dark game. So
dark that they gave youa flashlight which you
couldnt hold and use a weapon at the sametime!
So totally unfair!
17Mood vs. Playability
Screen shot of Aliens vs. Predator II. When
playing human marines, the game is quite dark
and scary. The motion tracker, night vision, and
flares help.
18Mood vs. Playability
Screen shot of Shadow Man. At times, its bleak
all-brown themes could actually cause players to
strain their eyes too much.
19Completeness vs. Manageability
- In the quest for more functionality and more
features for players, games are often made
unmanageable. - If the addition of a non-core feature makes the
game harder to play, chances are it is not worth
it. - On the other hand, if too much functionality is
removed from the game to make it more manageable,
it will seem empty. - A careful balance must be struck to ensure there
is enough features for the player, yet this
functionality is still easily accessible.
20Completeness vs.Manageability
Screenshot from Steel Battalion (left) and the
controller needed to play the game (right), minus
the three pedal base. There is a total of
around 40 buttons on the controller. Looks
great, but is it manageable?
21Innovation vs. Familiarity
- Innovation is often called for, but familiarity
is also a good thing. - Everyone likes things that are new and exciting,
but safety is a comfortable feeling too! - Often it is wise to keep some familiarity.
- Common concepts, functionality, and conventions
in game genres can make games more accessible to
new players. - However, each game must contain something new,
fresh, and innovative to some extent. - Otherwise, why would people give up existing
games to buy and play new titles?
22Innovation vs. Familiarity
Screen shot of SimCity 4. The gameplay is now
familiar with most players, but it took Will
Wright four years to get the original SimCity to
market because it was too new and different.
23Scope vs. Focus
- Some games strive for an elaborate sprawling
world with lots of different activities for the
player to participate in. - If the scope of the game gets too large, it loses
focus, and the player can become easily lost or
disoriented. - With no focus, it is easy to lose sight of the
goals to be achieved throughout the game. - On the other hand, games with too narrow a focus
are not appealing either. - There is either not enough to do, or what is to
be done caters to only a small number of players.
24Scope vs. Focus
Screen shot from the Legend of Zelda Ocarina of
Time. This game had a huge scope across a large
world AND across time. While this made for lots
to do, sometimes it was hard to tell what to do
next (and when).
25Violence vs. Isolation
- Artificial intelligence has yet to advance to the
point where there can be meaningful interactions
between the player and non player characters. - Contact with non player characters tends to be
scripted, with little chance of variations. - Unscripted or spontaneous actions are more
realistic and more engaging to the player. - Unfortunately, the only unscripted interactions
that have been successful to date are in the form
of combat between the player and other
characters. - Often, you have the choice between violence or
effective isolation of the player.
26Violence vs. Isolation
Screen shot from SOCOM US Navy Seals. A good
attempt to provide non-violent interactions, with
your computer controlled teammates.
(You generally end up fighting all the other non
player characters though!)
27Breadth vs. Depth vs. Pace
- The three desirable qualities of breadth, depth,
and pace cannot all be had at the same time. - Breadth describes the variety of actions that the
player can perform. - Depth describes the level of detail with which an
activity is portrayed in a game. - Pace describes the rate at which action unfolds
in a game. If you have a lot to do and little
time, the pace is quick. If there is not a lot
to do in a long period of time, the pace is
relatively slow.
28Breadth vs. Depth vs. Pace
- At most you would be able to have two of these
characteristics at any time. - A broad, deep, and fast-paced game would
overwhelm any player. - There is only so much the human brain can handle
at a time. - Examples
- Broad and deep A God game like SimCity 4.
- Deep and fast-paced A first person shooter like
Counter Strike. - Broad and fast-paced A real-time strategy game
like Warcraft III.
29Breadth vs. Depth vs. Pace
Screen shots from SimCity 4, Warcraft III, and
Counter Strike. Each game has a different
balance of breadth, depth, and pace, and delivers
it successfully.
30Breadth vs. Depth vs. Pace
Screen shot from Grand Theft Auto III. It is an
example of an interesting newkind of game that
offers breadth, depth, and pace. The trick is
that it does not offer all three at the same
time. The game is quite broad, but onlylets the
user partake in a certain slice of that breadth
at a time, for example.