Multimedia Games Development COM429M2 - PowerPoint PPT Presentation

1 / 72
About This Presentation
Title:

Multimedia Games Development COM429M2

Description:

Wii Remote. Basic audio and force feedback functionality. Independent speaker ... Cheat Codes. Include cheat codes. Be aware of impact on game balance ... – PowerPoint PPT presentation

Number of Views:390
Avg rating:3.0/5.0
Slides: 73
Provided by: ISGr7
Category:

less

Transcript and Presenter's Notes

Title: Multimedia Games Development COM429M2


1
Multimedia Games Development COM429M2
  • Week 2
  • Game design guidelines

2
Lecture overview
  • Games development infrastructure
  • Game design guidelines
  • Game and player considerations

3
Development infrastructure
Game layer
Software layer
Technical layer
Game development infrastructure
4
Design 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

5
Design layers Software
  • Software layer organizes technical elements into
    usable software package to facilitate game
    development environment
  • Designed using best practise principles in
    software engineering.

6
Design layers Game
  • Good foundations support game development
  • Game development requires careful planning and
    implementation
  • Three layers working well together leads to
    successful game development

7
Game 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

8
Game 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

9
Dead 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)

10
Identifying 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

11
Player 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

12
Linerider
  • Simple rules
  • Easy to play
  • Unlimited variations
  • Competitive element

http//www.linerider.com/
13
Player 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

14
Wii 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

15
Feedback
  • Important indicator of wrong move or action
  • Counters frustration
  • Needs to be set in the context of the game
    environment to continue immersion

16
Maintaining 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

17
Maintaining 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

18
Maintaining 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

19
Player 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

20
Player immersion
Command and Conquer Generals
21
Game 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

22
Game 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

23
Freedom 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

24
Quality of scripts
  • Users wouldnt notice good scripts/dialogue
  • Poor dialogue destroys immersion
  • Use appropriate and timely dialogue

25
Timely information
  • Good games provide timely information/skills to
    players
  • Avoids having to remember large amount of
    accumulated facts
  • Make available at an opportune moment

26
Opportunities 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

27
Player Fatigue
  • Repetitive/pointless or boring tasks will induce
    fatigue in players
  • Discourage further game play
  • Vary challenges
  • Vary objectives
  • Include flexibility in problem solving

28
Player Fatigue
29
Design 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

30
Controller 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

31
Unreal 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

32
Disk 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

33
Interruptions 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

34
Interruptions 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)

35
Saving 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

36
Saving facilities
37
Bugs
  • 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

38
Bugs
39
Interface 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.

40
Interface Design
  • Allow player control of viewpoint
  • Test/prototype extensively to ensure correct
    layout
  • Follow genre conventions
  • Focus on ease of use

Unreal tournament 2004
41
Menu 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.

42
Game settings
  • Facilitate flexible options control
  • Allow user to change game controls, display
    settings, volume and sound
  • Cater to diversity
  • Be clear on options/impact

43
Cheat Codes
  • Include cheat codes
  • Be aware of impact on game balance
  • Beware of compromising game integrity
  • Power ups, warps, weapons

44
Tutorials
  • 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

45
Game 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

46
Structure and Progression
  • Gradual introduction to games features
  • Include skills practice
  • Involve game testers extensively
  • Have variety of game tester skills

47
Game balance issues
  • Good game balance essential
  • Difficult process, poor game balance poor user
    experience
  • Game environment and progression should be under
    gamers control

48
Types of balance
  • Player to player balance
  • No player should have an unfair advantage
  • Outcome based on skill, experience and judgement
    and element of luck

49
Types 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

50
Types 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

51
Types 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

52
Game 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

53
Player 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

54
Player 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

55
Player 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

56
Assignment weighing submission deadlines
100 Coursework
57
Submission Deadlines
  • Assignment 1 17/02/09 (Week 4)
  • Assignment 2 10/03/09 (Week 7)
  • Assignment 3 20/04/09 (Week 12)

58
Assignments Overview
  • Three individual assignments with a progressive
  • common theme (Game level planning and design)
  • Propose, assess and critically evaluate
  • Plan and design
  • Implement

59
Assignment 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)

60
Assignment 1 Teams
61
Assignment 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!

62
Pitch 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!)

63
100 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!

64
Assignment 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

65
Assignment 1 Output
  • Submission Guidelines for presentation
  • Powerpoint presentation of appropriate length.
  • Submission Details
  • Assignments should be submitted on day of
    presentation

66
Assignment 1 Deliverables
  • Hard copy of report and presentation slides
  • CDROM containing digital copy of report and
    presentation slides
  • Presentation to class in week 4

67
Outcome 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

68
Assignment 1 Mark Allocation
69
Week 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

70
Week 3 Ernest Adams visit
71
Rest of the day
  • Progress update on assignment 1
  • Registration and review of Dare application
    process
  • Gamebryo Tools

72
Multimedia Games Development COM429M2
  • Week 2
  • Game design guidelines
Write a Comment
User Comments (0)
About PowerShow.com