designing games - introduction
TRANSCRIPT
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Definition of a Game
A computer game is a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal. (Mark Overmars)
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not games!
• Puzzles• Toys (lego, playmobiel, ball)• Multimedia• Creative applications (photoshop,
imovie, ed.)
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Game or Simulation?
• Game: goal is the central issue (competition)
• Simulation: process is the central issue (often endless)
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Games are about ‘goals’
• Different strategies should be possible
• If you use mini games, then these mini games should be in correspondence with the main goal
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Games are about (a sense of) control
• Not too many ‘lucky’ factors
• Good controller design, easy control over game character
• Sense of freedom (different strategies to achieve the goals)
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Games are about challenges:
• Timing• Aiming• Hunting / racing / searching• Claiming territories• Projecting Power• Collecting stuff
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Challenges over time
Easy to begin .... Hard to master
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Hard to begin
Design tip: your client should be able to start playing a new game without reading the manual
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Games must be in balance
Similar to what Johan Cruijff said:
“Every advantage should have its disadvantage”
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Rewards in a game
• Points
• Features in the game (powerups, extra lives, special skills, etc.)
• Related to the goal of the game
• Features outside the game (a little movie, nicer skin of your avatar)
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Student project pitfall
“ I want to make a World War II game with robot tanks that have to shoot at each other. You can choose to be for the German side or for the American side”
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Better proposal:
I want to make a multiplayer game in which the players control an object. You will have to move trough a territory that you can see from above. You see the whole territory and the object of the other player. Every turn you can move a few steps (‘inches’) or you can shoot to the other object with a bal-like object. The bal bounces and if it hits the other players opbject you’ll get 10 points.
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Better proposal continued:
There are 3 balls in the area. If a bal hits an object it will disappear and come back in a random place in the field. If you move to a ball you can pick it up. Your object can only carry 2 balls at the time.
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Better proposal recontinued:
I am thinking to make it a tank game, but as it might also be a robin hood game with arrows instead of balls/bombs. Or a streetball-tag like game or a paintball game. It may also become a space game with two spaceships shooting at each other or a game where you have to throw dwarfs...
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If you design a game...
You basically design the game manual in the box and only then the content of the box and only then the box
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Tips for gamedesign
• Think goals, challenges and rules of play NOT skins
• Prototype->test->prototype->test->prototype->test->prototype->test
• Use quick prototyping materials (paper and glue), work high end at the end
• Play lots and lots of games
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‘Final’ game idea checklist
• Different strategies are possible
• Solid rules of play
• Several different challenges
• Game reacts intelligent (different) to the actions of the player
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Continue...
• Game must be in balance
• Not one clear winning strategy
• Nice ‘skin’ of the game
• Skin relates to the challenges
Literature
Game design:• A Theory of Fun for Gamedesign, Raph
Koster• Rule of Play, Katie Salen• Chris Crawford on gamedesign• Gamedesign Workshop, Tracy Fullerton• SEEM, Tilde Bekker• What is a good game, Mark Overmars• www.wouterbaars.net/blog
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