Title: Software Game Design Issues
1Software Game Design Issues
- Peter L. Jackson
- School of O.R. and I.E.
- Cornell University
2What makes for a good game?
- Fast, fun, and understandable
- Pleasing to the eye and to the touch
- Competitive nontrivial but not impossible
- Social stimulates interaction
- Relevant connects with the real world
- Skill-building not pure chance or autoplay
3Overview
- Evolution of game software elements a personal
history - Examples from 7 games
- Towards a data-driven game interface
- Network game architecture
- Game software design recommendations
- Game design recommendations
4The Mfg. Operations Game
Menu buttons
Text-based screen
Large font
List-limited inputs
5The Distribution Game
Menu
Simple score
Few inputs
Graphical analysis
Animated pictorial state of system
Multi-purpose screen sections
Button control
6The Transportation Game
Multiple cascaded screens
Drag and drop interaction
7Process Optimization
Menu buttons replace menus
Multi-purpose screen sections
High impact art
Diverse inputs with pictorial clues
Graphical analysis
Quick help text line
8The M.F.D. Pull Game
Animated pictorial state of system
Multi-purpose screen sections
Message line
Quick help text line
Centralized control panel
9Situations Flavor the Game
The Manufacturing Operations Game
The M.F.D. Pull Game
10Commercial Game Screen Deadlock
Iconic menu buttons
Pseudo 3-D view with high impact animated art
Multiple screen sections
11The M.F.D. THRUPUT Game
Pseudo 3-D view with high impact animated art
Graphical analysis from database query
Quick help text line
Query control dialog
Menu button panel
Centralized control and dialog panel
Multi-purpose screen sections
12The M.F.D. Thruput Game
Cyclical game sequence control
13The Engineering Factory
Large font status row
Multi-purpose screen sections
Variable size
Menu button panel
High impact art section
Quick help text line
Centralized control and dialog area
Variable size
14The Engineering Factory
Graphical analysis from database query networks
and multi-level axes
Drill-down list for query control
Multi-purpose screen sections
Centralized dialog panel
15Situations Flavor the Game
Rich text format document view document stored
in database
3-D rotational view
16Towards a Data-Driven Game Interface
- Game components are becoming standard
- Programming and layout is repetitive
- Data are coming from relational databases
- Put component descriptions in database too
- Databases provide both data and instructions on
how to display data - Graphs, lists, tree lists, dialogs, control
panels, rich text documents, images - Result game interface is more generic
17Towards a Data-Driven Game Interface
Tables and queries define complex charts
Queries define multi-level indices
Tables define dialogs
18Network Game Architecture
Server
Game database executes game
Map database describes game
Clients
Clients interact with game database
19Game Software Design Recommendations
- Use multi-purpose screen sections
- Reserve a section for a centralized control panel
(even if it blocks view) - Make next steps obvious eg. cycle
- Use high impact art
- Illustrate situations
- Animate resource states
- Customize buttons
- (Hire an artist)
- Dont try to be funny play it straight
20Game Software Design Recommendations (contd)
- Represent state of system pictorially
- Animate resource state changes
- Show history in graphical form
- Display status in large font
- (for instructor to see)
- Plan for different screen resolutions
- Use iconic menu buttons rather than menus
- Add tool help text (balloons or text line)
21Game Design Recommendations
- Identify a small number of decision variables in
a repetitive decision problem - Prefer low-level decision to high-level
- eg. Next city to visit rather than which TSP
algorithm to use - Flavor the game with situations
- Break monotony of repetitive problem
- Illustrate complex problems but treat them as
exceptions - Keep scoring (and tradeoffs) simple
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23For More Information
- Web page
- http///www.orie.cornell.edu/jackson
- E-mail
- pj16_at_cornell.edu