Title: Multimedia Games Development COM429M2
1Multimedia Games Development COM429M2
- Week 2
- Game design guidelines
2Lecture overview
- Games development infrastructure
- Game design guidelines
- Game and player considerations
3Development infrastructure
Game layer
Software layer
Technical layer
Game development infrastructure
4Design layers Technical
- Core technologies that underpin game
- Graphics
- Animation
- AI (artificial intelligence)
- Physics
- Networking functionality
- Each element is individual but must work in
- partnership with other elements
5Design layers Software
- Software layer organizes technical elements into
usable software package to facilitate game
development environment - Designed using best practise principles in
software engineering.
6Design layers Game
- Good foundations support game development
-
- Game development requires careful planning and
implementation - Three layers working well together leads to
successful game development
7Game design guidelines
- Successful game design requires a structured and
thoughtful approach to implementation - Number of guidelines to follow to improve chance
of success - Some guidelines are obvious, some are not
8Game design guidelines
- Identifying with the player
- Always try to remember the players experience
when designing a game - Try to anticipate players expectations and
reactions - Design to meet expectations
- Enhances player experience
9Dead or Alive 3
- Dead or Alive 3 completely changes the rules when
fighting the last boss - Negates all the player learned
- Final boss shoots at you
- Different camera angle
- Changes controller use
- Read bad designer, No twinkie (Adams)
10Identifying with the player
- Hard to anticipate all eventualities
- Make maximum use of testers
- Ensure game play consistent with expectations
- Eliminate problems early during design phrase
11Player motivation
- Be aware of the players motivation for game
playing .e.g. mastery, social interaction - Game needs to reflect motivation to ensure player
immersion - Game should be easy to learn but difficult to
master, multi-faceted - Encourages novice players
12Linerider
- Simple rules
- Easy to play
- Unlimited variations
- Competitive element
http//www.linerider.com/
13Player feedback
- Playing a computer game is an interactive
experience - User need/expect discernable feedback from an
action - Feedback can have positive or negative
connotations and be delivered through a range of
media e.g. joystick/controller or sound
14Wii Remote
- Basic audio and force feedback functionality
- Independent speaker
- Use of bow in The Legend of Zelda Twilight
Princess. - Sound on remote and television altered as the bow
shot - Gives impression of the arrow traveling
15Feedback
- Important indicator of wrong move or action
- Counters frustration
- Needs to be set in the context of the game
environment to continue immersion
16Maintaining player state
- The player should always be aware of their
immediate and short term objectives - Important given increasing game size and
complexity (multiple sessions over lengthy
periods of time - Include indicators of progress e.g. maps
- Immediate goalcurrent challenge
- Medium term, built skills or collect supplies
- Long term, rescue the princess
17Maintaining interest
- Player should always have something
interesting/challenging to complete - Avoid boredom and frustration, be aware of the
vver present off button - Good games tie the player in emotionally and
psychologically
18Maintaining interest
- Constant stream of choices with notable outcomes
- Avoid unnecessarily repetitive, complex or
tedious tasks. Automate boring but essential
tasks - Maintain a sense of purpose and direction
- Allow player to bypass games elements e.g.
cinematic or cut scene - Call of Duty 3, watch intro each time
19Player immersion
- Compelling content immerses the player in the
moment to moment experience - Player forgets real world
- Successful games totally immerse players
- Provides continuous and appropriate stimulus
- Make content appropriate to maintain illusion
20Player immersion
Command and Conquer Generals
21Game realism
- Game should ensure a careful balance between
realism and fantasy - Appropriate level of realism to support immersion
but avoid tedium - Include natural laws unless genre requires
alternatives
22Game consistency
- Player actions should result in consistent and
predictable outcomes - Avoids confusion and frustration
- Helps player understand game boundaries
- Sensible or reasonable actions should result in
success - Needed to maintain players expectations
- Doom Switch in one room opens a door in another
room a mile away
23Freedom to explore
- Games should allow the user the freedom to
explore and experiment in unstructured ways - World should respond in a consistent/realistic
fashion - Grand theft auto 3, rampage mode
24Quality of scripts
- Users wouldnt notice good scripts/dialogue
- Poor dialogue destroys immersion
- Use appropriate and timely dialogue
25Timely information
- Good games provide timely information/skills to
players - Avoids having to remember large amount of
accumulated facts - Make available at an opportune moment
26Opportunities to win/fairness
- The ability to complete the game should be
apparent to all player levels (novice and
advanced) - Game play and challenges should not overwhelm or
intimidate players - Success should always be just beyond reach
- Careful balance between challenge and (some)
frustration - Should be fine tuned during testing
27Player Fatigue
- Repetitive/pointless or boring tasks will induce
fatigue in players - Discourage further game play
- Vary challenges
- Vary objectives
- Include flexibility in problem solving
28Player Fatigue
29Design constraints
- Computer game is a software project
- It has costs and timescales for implementation
- Key to success is good game play in a title
delivered on time and within budget - Ensure all features work
- Halo 2 ending
30Controller shortcomings
- Ensure good planning to minimize game
shortcomings - Intensive testing should identify problems
- Consistent use of controller essential, use
standard commands for genre - Offer ability for user to customise controller
commands but use should be intuitive and match
user expectations
31Unreal Championship
- Unreal Championship, poor on the Xbox
- Unreal is fast paced game did not translate to
Xbox controller - Call of Duty 2, PC versus Xbox
32Disk swapping/load times
- Avoid the need to frequently swap disks
- Large worlds require careful attention
- Less of an issue with DVD but their capacity is
reaching its limits - Disks are not as fast as cartridges for loading
- Using smaller levels, reduce data requirements
33Interruptions to game play
- All games have breaks in action e.g. failure
condition or level change - Should be minimized and focused on keeping the
player in the game - Use cliffhanger approach to raise players sense
of anticipation - Game re-entry should allow game play resumption
without excessive loss of progress
34Interruptions to game play
- Ensure consistent and appropriate use of game
save facility - Limits repetition, frustration and boredom
- Allows flexibility ensuring better overall
experience - Original Grand Theft Auto with limited save
functionality (Rectified later in series)
35Saving facilities
- Original Alien vs. Predator
- No gaming saving
- Required patch to rectify
- Ensure easy access to standard functionality
- Help, load, save, pause and quit as any time
36Saving facilities
37Bugs
- Ensure little or no game bugs
- Process begins in design process, planning can
limit impact - Final Fantasy, character sprite was invisible
(poor rendering) - Early versions of the Asteroids you could hide in
the score field and never get hit - Epyx game 'Impossible Mission' impossible to win.
Pieces needed to solve the game are hidden under
computer terminals but player was not allowed to
search the terminals - Doom, use rocket launcher to access parts of game
38Bugs
39Interface Design
- Good game interface design essential
- Needs to be functional as well as aesthetically
pleasing - Needs to present information in a manner that is
intuitive and easy to find - Critical in games with time constraints.
40Interface Design
- Allow player control of viewpoint
- Test/prototype extensively to ensure correct
layout - Follow genre conventions
- Focus on ease of use
Unreal tournament 2004
41Menu systems
- Games will attract novice and expert users
- Game introduction should cater for all levels of
experience - Well designed start up screen essential
- Should allow access to start/load/exit game,
access to tutorials and game options.
42Game settings
- Facilitate flexible options control
- Allow user to change game controls, display
settings, volume and sound - Cater to diversity
- Be clear on options/impact
43Cheat Codes
- Include cheat codes
- Be aware of impact on game balance
- Beware of compromising game integrity
- Power ups, warps, weapons
44Tutorials
- Provide training/tutorial levels
- Develops skills needed to complete games
- Familiarize users with complex or unusual
controls - Remind the user to do tutorials if skills are
wanting
45Game progression
- Games should be easy to learn and difficult to
master - Early game challenges should be easy to overcome
- Challenges graded and matched to skills
- Game stages staggered e.g. start, intermediate,
final level
46Structure and Progression
- Gradual introduction to games features
- Include skills practice
- Involve game testers extensively
- Have variety of game tester skills
47Game balance issues
- Good game balance essential
- Difficult process, poor game balance poor user
experience - Game environment and progression should be under
gamers control
48Types of balance
- Player to player balance
- No player should have an unfair advantage
- Outcome based on skill, experience and judgement
and element of luck
49Types of balance
- Player to game/gameplay balance
- Relationship between player and game
- Toughest opponent should not be the game
- Learning curve balance
- Challenges versus rewards
50Types of balance
- Gameplay to gameplay balance
- Game features should balance
- Weapons, vehicles, characters, and other game
elements should have a balance or strengths and
weaknesses - Variety of choices without a single element
dominating
51Types of balance
- Symmetrical balance
- Easy to implement, all elements equal
- Fair but boring
- Asymmetrical balance
- More interesting game play, harder to implement
- Relies on extensive testing
52Game fairness
- Game obstacles should be surmountable on the
first attempt - Dont rely on trial and error
- Repeated failure player frustration
- Theoretically a player should be able to complete
a game in one attempt
53Player consideration
- End objective is player enjoyment
- Essential balance in challenges between pleasure
and frustration - Always ensure player choice can lead to success
- Avoid dead man walking syndrome
- Can be improbable but still possible
- Protect novices
- Have safe areas to learn and develop skills
54Player consideration
- Do not punish players in complex sequences for
minor errors - Avoid repetition by good design and frequent
checkpoints - Ensure information is available in a timely
fashion
55Player consideration
- All features evident in the game, no over
dependence on large manuals or user guides - All information contained in the game to ensure
progress - Reassure players on game progress
- Set incremental goals
- Offer levels of difficulty in games
56Assignment weighing submission deadlines
100 Coursework
57Submission Deadlines
- Assignment 1 17/02/09 (Week 4)
-
- Assignment 2 10/03/09 (Week 7)
- Assignment 3 20/04/09 (Week 12)
58Assignments Overview
- Three individual assignments with a progressive
- common theme (Game level planning and design)
- Propose, assess and critically evaluate
- Plan and design
- Implement
59Assignment 1 Overview
- Assignment 1 Pitch and present an innovative
- game
- Total available marks 25
- Group assignment (2 x Students)
- 1 x BEng and 1 BSc
- Assignment 1
- Due 17/02/09 (Week 4)
60Assignment 1 Teams
61Assignment 1
- Create a short pitch document/presentation for an
innovative game you are going to create that you
feel would be successful in the Dare competition - Ensure that your game idea could be implemented
within the constraints of the competition
duration and team size/composition - Structure of the document is closely based on the
previous application form for Dare to be Digital
- Pitch document generated should follow the format
given. Word limits will be strictly adhered to!
62Pitch Format
- Pitch document should be comprised of the
following - Concise game description (maximum 100 words)
- Description of core game play (maximum 100 words)
- Discussion of market potential of title (maximum
100 words) - Discussion of target audience (maximum 100 words)
- Description of innovation and creativity (maximum
100 words) - Discussion of which technology you are using and
why? (maximum 100 words) - Short work plan clearly showing how you could
design a level for your game in the next 12
weeks. (Flexible length but must be concise!)
63100 Word Games Pitch
- Therell be no trick or treating this Halloween!
- Slyghoul the Hungry has risen and hasnt fed for
a hundred years. - He traps the children of Yew-tree Orphanage and
grows stronger from their - fears. Only three children escape his grasp, but
for how long? - Bound by need and circumstance Lofty, Missey,
and Rabbit must uncover their - inner strengths to escape. Light, Sound and
Friendship are their only weapons - to defeat Slyghoul and his minions.
- Time is running out, the light is fading, help
them face their fears and save the - others...
- Or be trapped forever by the Creeping Dark!
64Assignment 1 Output
- Report and class presentation.
- Report format
- Size Must comply with the Dare to be Digital
application form format and must be within the
stated word limit! - Font Times New Roman, size12
- Spacing Single line
- StyleTechnical/Formal
65Assignment 1 Output
- Submission Guidelines for presentation
- Powerpoint presentation of appropriate length.
- Submission Details
- Assignments should be submitted on day of
presentation
66Assignment 1 Deliverables
- Hard copy of report and presentation slides
- CDROM containing digital copy of report and
presentation slides - Presentation to class in week 4
67Outcome of assignment 1
- After the class presentations in week 4 the class
will vote on the best 4 ideas to enter Dare to be
Digital completion and to be brought forward
and developed further. - Eight teams become 4
- 4 teams x 4 students
- 2 x BEng and 2 x BSc
- Tidy up games pitch and upload to Dare
68Assignment 1 Mark Allocation
69Week 3 Ernest Adams visit
- Monday, Dare team mentoring, opportunity to pitch
your game ideas to Ernest - Tuesday 9.15 2. Lecture and workshop.
Introduction to Interactive narrative, MG122. - Wednesday Morning Dare team mentoring.
- Wednesday Afternoon. Character Design workshop,
MF124. - Friday Morning, Dare team mentoring
70Week 3 Ernest Adams visit
71Rest of the day
- Progress update on assignment 1
- Registration and review of Dare application
process - Gamebryo Tools
72Multimedia Games Development COM429M2
- Week 2
- Game design guidelines