designing games - introduction

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Page 1: Designing games - introduction

Designing games -

introduction

www.wouterbaars.net

Page 2: Designing games - introduction

www.wouterbaars.net

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)

Page 3: Designing games - introduction

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not games!

• Puzzles• Toys (lego, playmobiel, ball)• Multimedia• Creative applications (photoshop,

imovie, ed.)

Page 4: Designing games - introduction

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Game or Simulation?

• Game: goal is the central issue (competition)

• Simulation: process is the central issue (often endless)

Page 5: Designing games - introduction

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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

Page 6: Designing games - introduction

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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)

Page 7: Designing games - introduction

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Games are about challenges:

• Timing• Aiming• Hunting / racing / searching• Claiming territories• Projecting Power• Collecting stuff

Page 8: Designing games - introduction

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Challenges over time

Easy to begin .... Hard to master

Page 9: Designing games - introduction

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Easy to begin...easy to master

Page 10: Designing games - introduction

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Hard to begin

Design tip: your client should be able to start playing a new game without reading the manual

Page 11: Designing games - introduction

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Games must be in balance

Similar to what Johan Cruijff said:

“Every advantage should have its disadvantage”

Page 12: Designing games - introduction

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Balance basics

Page 13: Designing games - introduction

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Balance - symmetry

Page 14: Designing games - introduction

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Balance symmetry example Starcraft

Page 15: Designing games - introduction

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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)

Page 16: Designing games - introduction

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Games have a skin

Page 17: Designing games - introduction

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Same gameplay, different skin

1995 1975

Page 18: Designing games - introduction

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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”

Page 19: Designing games - introduction

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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.

Page 20: Designing games - introduction

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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.

Page 21: Designing games - introduction

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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...

Page 22: Designing games - introduction

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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

Page 23: Designing games - introduction

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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

Page 24: Designing games - introduction

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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

Page 25: Designing games - introduction

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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

Page 26: Designing games - introduction

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

www.wouterbaars.net