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Lessons from Game Design

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Fun. 6/27/09. Ch. 10 - Lessons from Game Design. 9. Level Design ... Games may have unique UIs for special in-game tasks. The UI can be part of the fun ... – PowerPoint PPT presentation

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Title: Lessons from Game Design


1
Chapter 10 Lessons from Game Design
Chuck Clanton, Aratar, Inc.
Presentation by Andrea Kirk
2
Creation of a game
  • Game design
  • Game elements
  • Lessons from previous games

3
Important Elements of Game Design
  • A good game sells millions of copies, but is
    later discarded when the game is mastered
  • The game should hook the player in the first 10
    minutes of play
  • Players should be able to develop more skills and
    achieve greater accomplishments

4
Games vs. other software applications
  • Currently, HCI communities and game designers
    have very little interaction, but both would
    benefit from it

Example In games, frustration is the way to a
feeling of accomplishment
5
Game Platforms PCs
  • Control via keyboard, mouse, optional devices
  • Allows for more complex games that require more
    sophisticated control
  • Updateable
  • PC games often more cerebral, for older
    audiences

6
Game Platforms Consoles
  • Living room boxes and portable, handheld units
  • No need to install anything
  • Control via a special control pad with a specific
    number of buttons and a directional control
  • Not updateable when first released, more
    powerful than most PCs
  • Games usually more action-oriented

7
Audience
  • A different concept of designing for the
    audience designers are also the audience
  • Reaching the audience
  • Fun is hard to capture from user-oriented
    design methods
  • hardcore gamers vs. light gamers

8
Elements of Games
  • Challenge ramp
  • Stories vs. histories
  • Interface
  • Mechanics
  • Gameplay
  • Conflict
  • Point of View
  • Fun

9
Level Design
  • Hook player within first 10 minutes of play
  • Variety and pacing within levels (ex a very
    challenging level followed by an easy one)
  • A definite feeling of progress each level is a
    step toward the final goal

10
Level Design, contd.
  • A specialty within game design and a large focus
    in game creation
  • Game designers create a framework that level
    designers work in
  • Challenge ramp the progression of player skill
    and game challenge through the game (p.305)

11
Stories vs. Histories
  • Histories open players control their path to
    victory
  • Stories closed there is a predetermined
    story that the player learns about as the game
    progresses
  • Solve puzzles and problems to get more storyline
  • Definite right and wrong choices

12
Game Interface
  • The details of how the controller of keyboard
    map to functions, and the output displays on the
    screen that provide game information (p. 307)
  • Very little standardization across industry
  • Designers try to map UI to tasks closely
  • Games may have unique UIs for special in-game
    tasks
  • The UI can be part of the fun
  • Designers should understand controllers when
    designing games

13
Game Mechanics
  • The physics of the world of the game for
    example, the simulated and simplified flight
    mechanics of a fighter pilot game (p. 307)
  • Flying, driving, shooting, picking things up,
    etc.
  • Mastering the mechanics can be part of the fun

14
Gameplay
  • the mission of the player in terms of goals and
    subgoals, including both official scoring and
    secondary rewards (p.307)
  • Also, tactics and strategies to achieve those
    goals
  • Levels should offer progression
  • Side quests and optional activities
  • End of level boss or a path to a new level
  • Entire level may teach the player how to beat
    the challenge at the end

15
Conflict and Challenge
  • The satisfaction of solving a problem is
    proportional to its difficulty and the amount of
    frustration that was tolerated prior to solving
    it
  • Need a great villain to make victory more
    satisfying

16
Point of View
  • Third-person player watches a proxy that can be
    emotionally identified with
  • First-person no proxy may or may not have a
    specific role
  • Watching from a third-person point of view can
    convey more emotion to the player, much like
    watching a movie

17
Types of Games
  • Genres action, adventure, strategy, driving,
    fighting, role playing, etc.
  • Many newer games cross more than one genre
  • Classification by skills involved reasoning,
    hand-eye skill and luck, attention and strategic
    thinking

18
Games of Reasoning
  • Exploration and solving problems
  • Little or no time pressure
  • Simple controls
  • Key-lock problems
  • Combination lock problems
  • Mission that sounds like a story plot
  • find a key item to use in a lock
  • need special knowledge

19
Games of Hand-Eye Skill (and a Bit of Luck)
  • Player learns hand-eye skills to control proxy
  • Usually require more advanced skills and tactics
    as player progresses
  • Single players can fight non-player characters
    (NPCs)
  • After learning to defeat NPCs, look for human
    players

20
Games of Attention and Strategic Thinking
  • Player makes long-term decisions
  • Games can be realtime or turn-based
  • Often complicated to learn and play requires
    control and understanding of many different kinds
    of units
  • Again, players can learn by playing against NPCs

21
Lessons from Games
  • Resident Evil
  • Myst
  • Populous, the Beginning
  • Silent Steel
  • You Dont Know Jack
  • Metal Gear Solid

22
Resident Evil
  • Solve a mystery while fighting zombies
  • Action/adventure game
  • Puzzle motifs improve the pacing
  • Third-person POV draws in player, like a horror
    movie
  • Good soundtrack adds to the emotion and provides
    anticipation

23
Resident Evil, contd.
  • Camera camera positions are carefully chosen
    to dramatize the scene (p. 318)
  • Grabbing the camera stopping the action for a
    closeup
  • But this can make it hard to see where the proxy
    is!
  • The change in view changes aim
  • Screen-relative press left to attack left side
    of screen
  • Character-relative press left to attack at left
    side of character (could be right side of the
    screen)

24
Myst
  • One of the largest selling retail games of all
    time (p. 319)
  • Adventure game with a simple UI
  • Good sound and visuals
  • Rhythmic pacing, puzzle motifs
  • Quest is to free one of two brothers The choice
    is uncertain, but the quest itself is not. (p.
    321)

25
Myst, contd.
  • Very little moving video uses sound to imply
    movement
  • Film cuts during character movement
  • Problem violation of consistency
  • Problem problems are somewhat difficult for
    novice gamers
  • Consistency with user expectations is more
    important than uniformity
  • Wide distribution of elements of solutions

26
Populous the Beginning
  • Player controls a civilization
  • Progress more spells, units, etc. new things
    can be taken from defeated enemies
  • Levels are distinct from one another early
    levels are for training
  • Game provides help, but not too much
  • User testing revealed a major flaw

27
Silent Steel
  • Submarine simulation
  • Interactive movie player chooses statements
    made by character
  • Conversation mechanics
  • Conversations are consequential to the path of
    the game

28
Silent Steel, contd.
  • Problem consequences should match actions
  • Problem consequences should be immediate
  • Player usually gets to make pivotal decisions
  • In one important case, they do not unfair!
  • Like strategy games, actions have long-term
    affects
  • But this isnt a strategy game! Bad early
    decisions can make no-win situations unfair!

29
You Dont Know Jack
  • A trivia game show
  • Very TV-like atmosphere
  • Humorous, mocking MC
  • Player-aware
  • Accelerated pacing

30
Metal Gear Solid
  • Action/adventure game
  • In-game retry on failure
  • In other games proxy dies, then player must
    reload from a saved game
  • In MGS, game automatically restarts at last
    continuation point

31
Metal Gear Solid, contd.
  • Game mechanics vs. story mechanics
  • Breaking the frame in-game characters talk
    about the meta-game (controls, advice for
    gameplay, etc.)
  • A villain thought to be dead is shown to be
    alive
  • A victory in terms of gameplay, but adds tension
    to the story

32
Conclusion The Great Divide
  • The market for games is much more demanding than
    the market for other software games must be
    fun
  • Game design and application design communities
    know little about each other, but each could
    benefit from using some of the others techniques
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