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CIS 300

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Title: CIS 300


1
  • CIS 300
  • Introduction to Computer Game Design
  • http//www.cis.cornell.edu/courses/cis300/2007sp
  • http//gdiac.cis.cornell.edu
  • Lecture 2 Players, Designers, and Ideas
  • Spring 2007

2
Announcements
  • You read Chapters 1 and 2 of RA for today.
  • Read Chapter 3 for Tuesday
  • First Communications Lab end of class
  • Form Groups
  • Determine meeting time
  • Comm Lab 1.5 Due Tuesday Midnight to be posted
    soon
  • CSUG accounts coming soon

3
Last time reasons to Play
  • To be experience a story
  • To be engaged by visuals
  • To be challenged
  • To socialize with players
  • To prove superiority
  • To escape reality
  • To create a reality
  • To learn
  • To be inspired
  • To be stimulated
  • To relax
  • Core gamers and Casual gamers play differently,
    and for different reasons.
  • Core gamers play lots of games, always to the
    finish. They want hard games, and will tolerate
    frustration.
  • Casual gamers play for enjoyment, and will stop
    when the game stops being fun. They want
    challenge, but only reasonable challenge, and
    rarely twitch challenge.

4
Bartles Four Types
  • Richard Bartle wrote a paper on MUD players that
    describes for types of players
  • Achievers Want to overcome obstacles and
    accumulate rewards.
  • Explorers Want to discover and understand the
    game world and its mechanics.
  • Socializer Want to interact with other players,
    and possibly role-play.
  • Killers Want to use the game to cause distress
    to other players.
  • (These correspond to suits Diamonds, Spades,
    Hearts, and Clubs)
  • He was referring specifically online play, but
    the model also applies to single player games.

5
Design Decisions
  • Some are more important to a particular kind of
    gamer, but all are needed to make a game
  • Rules What is the system of the game?
  • Challenges What are the obstacles that the
    player must overcome? What is the fundamental
    gameplay? What is the victory condition?
  • Setting What is the nature of the game world?
  • Interaction Model How does the player affect
    the game world?
  • Perspective How does the player see the game
    world?
  • Player Role Who or what is the player in the
    world?
  • Game Modes How are the challenges put together,
    and what is the surrounding interaction context?
  • Story What story will the player experience?

6
Examining Game Design
  • Rollings Adams Areas of Game Design
  • Core Mechanics The rules the provide the
    foundations of gameplay.
  • Interactivity The mechanisms by which the player
    plays the game
  • Storytelling and Narrative The source of
    (dramatic) tension that compels players to play.
  • Salen and Zimmermans Game Design Schemas
  • Rules is formal schema focusing on the intrinsic
    mathematical structures of games.
  • Play is an experiential schema emphasizing the
    players interaction with the game and other
    players.
  • Culture is a contextual primary schema
    highlighting the cultural contexts into which and
    game is embedded.

7
Where do Ideas come from?
  • We can look in many places for inspiration
  • History
  • Fantasy
  • Literature
  • Art
  • Other Games
  • Mundane Life
  • really, anything
  • Is this too broad to help us? Perhaps we could
    benefit with a more functional approach.

8
Forming an idea Approach 1
  • Start by figuring out the genre, setting,
    premise, and overall narrative.
  • Easy to brainstorm this way
  • Good settings can make a game seem very original
  • Good for designing to a specific audience
  • Can get trapped into genre conventions
  • May not lead to great game mechanics
  • Can lead to unfocussed, overly complicated games

9
Forming an idea Approach 2
  • Start by determining the gameplay challenges and
    the core game mechanics.
  • Most truly original games have original mechanics
  • Tends to lead to simplicity and elegance
  • Very hard to do without first framing a genre
  • Difficult to brainstorm good gameplay
  • Can lead to trite or overly abstract settings
  • Difficult to sell to publishers

10
Forming an idea Approach 3
  • Start by thinking about what you want the player
    to see, hear, and feel form the user experience.
  • Can draw upon personal gaming experiences.
  • Provides an excellent overall game vision
  • A very player-centric approach
  • Can exploit great technology
  • Also hard to do without first framing a genre
  • Hard to turn into a cohesive game idea
  • Often leads to very long development times

11
Design Components/Schemas
  • These three approaches correspond to the design
    components specified by Rollings Adams, and the
    design schemas described by Salen Zimmerman.
  • Approach 1
  • Storytelling and Narrative (RA)
  • Culture (SZ)
  • Approach 2
  • Core Mechanics (RA)
  • Rules (SZ)
  • Approach 3
  • Interactivity (RA)
  • Play (SZ)
  • Obviously, the best approach is a balance of all
    three.

12
Concepts and CIS300
  • Unfortunately, not every concept will work for
    this class
  • Explicit restrictions 2D, non-networked, not and
    RPG, must have a single-player mode, must use
    GameX, etc.
  • Implicit restrictions Completable by your team
    in one semester. (Suitable for the skill set of
    your group)
  • Subjective restrictions Must be innovative and
    interesting

13
GDIAC Examples
  • Here are some great games that (mostly) meet the
    criteria
  • Roto-Cosmos An amazing puzzle game created by a
    GDIAC TA.
  • Chameleon Catastrophe A slick puzzle-platformer
    created in CIS300 (not yet posted).
  • Elsia A unique asymmetrical co-op multiplayer
    game created in CIS300.
  • Penguin Adventure A highly polished platformer
    created in CIS300.
  • Guardin the Garden A real-time strategy game
    that focuses on territory and defenses rather
    than units.

14
Other Examples
  • Great games from professionals (mostly) that
    also meet the criteria
  • Oasis Turn-based strategy in minutes instead of
    hours
  • Diner Dash A casual game that makes waiting
    tables into compelling gameplay
  • Zuma A deceptively deep action-puzzler
  • InsanAquarium Casual real-time strategy in a
    fishtank
  • Strange Adventures in Infinite Space Epic space
    exploration and battles in a 15-minute game
  • Deadly Rooms of Death A puzzle with the worst
    name ever, but one of the greatest puzzle designs
    of all time.
  • Well take a look at these very soon.

15
Next Time
  • Challenges and Genres
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