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Introduction to game genres

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Title: Introduction to game genres


1
Introduction to game genres game design
  • Game critique.
  • What is a game really?
  • What is game design?
  • Game genres.
  • The system - a look at what we can do.
  • Brainstorm.

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Six game characteristics
  • Pre-defined rules (a dynamic system)
  • Goals
  • Variable outcome associated with the player(s)
  • Optional real-world consequences. (You can place
    a bet on the outcome of a game, but you can also
    choose not to.)
  • Non-gambling The player influences the outcome.
  • In a game with a theme, a game is a
    representation of a fictive world.

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Two gods (acc. to Chris Crawford)
  • The storyteller Fly bird, fly. Blow wind, blow.
  • The designer of laws of nature Birds can fly
    under certain cirumstances, wind can blow.
    Gravity. All these combine. (Designing gameplay.)

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Interesting choices
  • Sid Meier A game is a series of interesting
    choices.
  • An interesting choice
  • No single choice should be the best.
  • The choices should not be equally good.
  • The player must be able to make an informed
    choice.

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Monopoly
  • Should I build hotels at the first possible time
    even if I use all my money?

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Gameplay is emergent
  • The rules of a game do not describe every
    possible game session.
  • From the rules interesting patterns and
    strategies emerge on a higher level.
  • The strategies in a strategy game or in chess are
    not described in the rules but are appear as a
    consequence of the rules.

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The open world
  • Even in rule-based systems, some events can still
    be determined or are at least very likely to
    happen.
  • The player is likely to accept the goal put
    forward.
  • Players will tend to do certain things.
  • Players will search for a good strategy. If the
    good strategy leads to interesting interaction,
    it is a good game.

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Game design is iterative
  • You cannot predict all that is going to happen in
    the game.
  • People may not share your tastes.
  • Make prototype test it fix it test it.

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FUN!
  • All the glitz and glitter poured into games these
    days, such as expensive art, animation, real
    actors, or the best musicians, cannot cover up
    for poor gameplay. (Marc Saltzman)
  • Not everything is a story!
  • Are the choices facing the player interesting
    choices? Are they still interesting the second
    time?
  • What are the genre conventions? What does the
    user expect?
  • If thinking in terms of storytelling What ties
    this particular story/world to an interactive
    medium?
  • The designer has to let go. Game design is to set
    up a system that the players can use as their own.

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What do players want?
  • Players want a challenge, to socialize, a
    dynamic solitaire experience, bragging rights,
    emotional experience, fantasize
  • Players expect A consistent world, to understand
    the game-worlds bounds, reasonable solutions to
    work, direction, to accomplish a task
    incrementally, to be immersed, to fail, a fair
    chance, to not need to repeat themselves, to not
    get hopelessly stuck, to do - not to watch.
  • Holder det?

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Genre
  • Like different personalities, different genres
    are distringuished from another by which
    characteristics predominate ... (Dubrow)
  • Do genres exist?
  • No We can never come up with complete perfect
    distinctions between genres.
  • Yes The idea of genre plays an important part in
    both the production and consumption of games (and
    other things).

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Action-adventure (adventures exploration real
time)
  • Real-tids adventure.
  • Fx Jet Set Willy
  • Kort

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Genres in the 1980s
Platform
Adventure
Action
Driving
Action-adventure Gauntlet, Jet Set Willy.
Various Pac-man (maze), Pengo, Qix, Frogger,
Star Wars
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Sim City(Simulation, but no goal)
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Doom - First person shooter(action some
exploration from adventure first person
perspective)
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Sims (Sim city in a social context)
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Real time strategy(board game real-time)
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Genres ca. 2002(That noone agrees about)
Gamespot.com
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Different genres - different pleasures
  • action
  • RPG
  • adventure
  • strategy
  • simulations
  • Sports
  • Fighting games
  • casual
  • puzzle games

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Bruce Shelley on games
  • Differentiate and Innovate, Don't Imitate
  • Interesting decisions fun.
  • Design by Playing.
  • Provide a Great First 15 Minutes of Easily
    Accessible Play
  • The Player Should Have the Fun, Not the Designer,
    Programmer, or Computer
  • Provide Multiple Gaming Experiences within the
    Box.
  • Gameplay more important than realism.

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Next time
  • Susana Tosca Role-playing in multiplayer
    environments. Vampire The Masquerade.
    Redemption in CGDT Proceedings. København IT
    University. p. 10-18. (Kompendium)
  • Simon Egenfeld-Nielsen Computerspillene "I sig
    selv". (Kompendium)
  • Richard Rouse chapter 17 The Design Document
  • Astinus A History of Role-Playinghttp//ptgptb.o
    rg/0001/history1.html

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Try the system
  • diac.it-c.dk/visichat
  • Create a user, log in, walk around by clicking,
    right-click on yourself and others.
  • This is A tech demo of functionality.
  • This is not a complete game.
  • This is not representative of what your final
    game is going to look like.

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Conflicts
  • Minority report (tech misused). Punished for a
    crime.
  • Peasant vs. Emperor
  • Three brothers.
  • Armageddon world threatened by asteroid.
  • Revenge (24 hours)
  • Childrens vs. Parents
  • Lord of the rings (group of heroes vs.
    overwelming foe complete task)
  • Bin Laden vs. US
  • Middle east
  • Demonstrators vs. police (WTO)
  • Rich vs. poor
  • Capitalism vs the alternative
  • Sports
  • Groups fighting for the same thing (such as
    water)
  • Jekyll hyde (fight yourself)
  • Memory problem (Memento)

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Brainstorm
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