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Designing Power-Ups for Action Games [email protected] Designing Power-Ups Designing Power-Ups for Action Games for Action Games Randy Smith [email protected]

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Designing Power-Ups for Action [email protected]

Designing Power-UpsDesigning Power-Upsfor Action Gamesfor Action Games

Randy Smith

[email protected]

Designing Power-Ups for Action [email protected]

TakeawaysTakeaways

• A structured design process which can help:» Tailor your power-ups to your game

and development environment» Improve communication and

documentation

• Design analysis that you can apply to improve your power-up designs

Designing Power-Ups for Action [email protected]

Scope of this PresentationScope of this Presentation

• We are going to talk about:» Generating ideas» Refining» Documenting

• We are not going to talk about:» Implementing» Tuning

Designing Power-Ups for Action [email protected]

Action Games OnlyAction Games Only• Action games, such as:

» First Person Shooters» Platform» Fighting» Racing» Etc.

• But not:» RPGs» Adventure games» Etc.

Designing Power-Ups for Action [email protected]

What do I mean by What do I mean by “Designer”?“Designer”?

• Not (necessarily) a:» Manager» Producer» Project Director» Level Builder

• A game systems designer.

• Or a group of game systems designers.

Designing Power-Ups for Action [email protected]

CollaborationCollaboration

• Other disciplines:» Programmer» Artist» Producer» Audio» Director

Designing Power-Ups for Action [email protected]

Outline of this Outline of this PresentationPresentation

1. Deconstructing Power-ups

2. Brainstorming

3. Culling and Refining

4. Goals and Constraints

5. Documenting

Designing Power-Ups for Action [email protected]

1)1) DeconstructingDeconstructingPower-UpsPower-Ups

Designing Power-Ups for Action [email protected]

Questions About Power-Questions About Power-UpsUps

• What are the components of a power-up?

• What categories of power-ups are there?

• Why are power-ups in games?

• What’s the definition?

• …lets look at some examples to think about these questions.

Designing Power-Ups for Action [email protected]

Ammo

Armor

Designing Power-Ups for Action [email protected]

Cross

Holy Water

Stop Watch

Designing Power-Ups for Action [email protected]

Energy Tank

Morph Ball

Designing Power-Ups for Action [email protected]

Run

Silent

Vision

Enhancement

Designing Power-Ups for Action [email protected]

Mushroom

Designing Power-Ups for Action [email protected]

Hammer

Designing Power-Ups for Action [email protected]

Components of Power-UpsComponents of Power-Ups• Acquisition Method

• Storage

• Activation Method

• Delivery method

• Payload / Utility

• Deactivation method

• Resource Cost

Designing Power-Ups for Action [email protected]

Doom ArmorDoom Armor

•Acquisition: Collide with it

•Storage: N/A

•Activation: Upon pick-up

•Delivery: N/A

•Payload: Sets Armor=100

•Deactivation: N/A

•Resource cost: N/A

Designing Power-Ups for Action [email protected]

Castlevania Holy WaterCastlevania Holy Water

•Acquisition: Collide with it

•Storage: Special Item Slot

•Activation: Up and Attack

•Delivery: Short range arc

•Payload: Holy water puddle

•Deactivation: Time out

•Resource cost: Hearts, Slot

Designing Power-Ups for Action [email protected]

Deus Ex Vision Deus Ex Vision EnhancementEnhancement•Acquisition: Augmentation Installment Process

•Storage: Eye Aug Slot

•(De-)Activation: F5 or Inventory Screen

•Payload: Vision mode

•Resource cost: Aug Power

Designing Power-Ups for Action [email protected]

Categories of Power-UpsCategories of Power-Ups• By Payload

» Unlock Player Powers » Resource Change» Environment Manipulation» AI Manipulation» Character Manipulation

• By Storage» Inventory» Hands» Special Item Slot

Designing Power-Ups for Action [email protected]

Why are Power-Ups in Why are Power-Ups in Games?Games?

• Player Agency

• Player Reward

• Player Motivation

• Manage Challenge Level / Character Power Curve

• Player Learning Curve

• Unlock New Content

• Reinvent Gameplay

Designing Power-Ups for Action [email protected]

Why are Power-Ups in Why are Power-Ups in Games?Games?

• Maintain Player Interest» Player Agency» Player Reward» Player Motivation» Manage Challenge Level / Character

Power Curve» Player Learning Curve» Unlock New Content» Reinvent Gameplay

Designing Power-Ups for Action [email protected]

Definition of a Power-UpDefinition of a Power-Up

• A Power-Up = An Acquired Character Benefit» Acquired – Don’t have it at the

beginning of the game

» Character – The player character

» Benefit – Resource, Power, etc..

Designing Power-Ups for Action [email protected]

The development processThe development process

2) Brainstorming2) Brainstorming

Designing Power-Ups for Action [email protected]

Goal of BrainstormingGoal of Brainstorming

• Generate a big document full of ideas.

• Collect lots of creative energy, don’t let it get away.

• Sometimes it’s OK to smoke crack.

• Get early feedback and info from other disciplines.

Designing Power-Ups for Action [email protected]

Documenting BrainstormsDocumenting Brainstorms

Designing Power-Ups for Action [email protected]

Generating IdeasGenerating Ideas

• Ideas can come from » Core Fantasy » Fiction » Other Games » Understanding of Goals and

Constraints» Design Philosophy

Designing Power-Ups for Action [email protected]

The development processThe development process

3) Culling and Refining3) Culling and Refining

Designing Power-Ups for Action [email protected]

Goal of Culling and Goal of Culling and RefiningRefining

• Eliminate ideas from the brainstorm list.

• In the process, refine your sense of your:» Design Goals » Development Constraints.

• Grow your ability to make informed, deliberate design decisions

Designing Power-Ups for Action [email protected]

Cull an Idea from the Cull an Idea from the Brainstorm ListBrainstorm List

• Someone pick an idea they don’t like

• Someone else flesh it out, explain it

• Cull the idea for any reason

Designing Power-Ups for Action [email protected]

Culling DeconstructionCulling Deconstruction

• Ok, now why did you cull that idea?

• Categorize your reason:» Development Constraints» Design Goals» Ratio of the two

• Keep track of this data

Designing Power-Ups for Action [email protected]

Goals and ConstraintsGoals and Constraints

• Development Constraints » Schedule / Budget» Technology» Controller Hardware» Target Player» Etc.

• Design Goals» What gameplay are you trying to

create?

Designing Power-Ups for Action [email protected]

RefiningRefining

• Use what you’ve learned to improve the idea.» How can this idea better meet the

Design Goals?» How can this idea fit within the

Development Constraints?

• If improved, send the idea back to the brainstorm list.

• If not, just throw it out.

Designing Power-Ups for Action [email protected]

A Feedback-Intensive A Feedback-Intensive ProcessProcess

Designing Power-Ups for Action [email protected]

When do you stop? When do you stop?

• When you’ve considered every idea in the brainstorm list?

• When enough of the ideas make the cut.

• What’s the right number of power-ups for your game? » Answer: Constraints and goals.

Designing Power-Ups for Action [email protected]

The development processThe development process

4) Goals and 4) Goals and ConstraintsConstraints

examples from Thief 3examples from Thief 3

Designing Power-Ups for Action [email protected]

Ideas fromIdeas from Thief & Thief 2 Thief & Thief 2

Fire Arrow

•Not stealthy enough

•Something more utilitarian?

Designing Power-Ups for Action [email protected]

Mine

•Also not stealthy, but…

•It’s a trap for enemies

Designing Power-Ups for Action [email protected]

Flashbomb

•Too useful for attack

•Should be an escape tool – blinding and stunning

Designing Power-Ups for Action [email protected]

New IdeasNew Ideas

Lead Arrow, Laughing Gas•Too redundant with existing

toolsDog Whistle

•Not broadly applicable enough

Designing Power-Ups for Action [email protected]

Climbing Gloves

•Expensive but worth it

•There are vertical stone walls everywhere

Designing Power-Ups for Action [email protected]

Cloak of Flattening•Expensive and not worth it

•Not enough systemic applicability

Designing Power-Ups for Action [email protected]

Thief 3 Power-Up Thief 3 Power-Up Design GoalsDesign Goals

• Reinforce core stealth gameplay

• Empower interesting ways for player to thwart enemies

• Make getting caught more fun

• Empower player expression via systemic interactions

Designing Power-Ups for Action [email protected]

Thief 3 Power-Up Thief 3 Power-Up ConstraintsConstraints

• Budget and Schedule» Reuse UI Infrastructure for

Activation and Delivery – Arrows and Bombs

» Avoid implementation work with little reuse (new player movement modes)

» Work with existing systems instead of inventing new ones

Designing Power-Ups for Action [email protected]

Thief 3 Power-Up Thief 3 Power-Up ConstraintsConstraints

• Simple Interface» Reuse UI Infrastructure for

Activation and Delivery – Arrows and Bombs

» Keep overall number of power-ups small

» Keep Payloads/Utilities orthogonal

Designing Power-Ups for Action [email protected]

Noise Suppressor

•Interesting and cheap

•Makes simple, systemic use of existing tech

Designing Power-Ups for Action [email protected]

The development processThe development process

5) Documentation5) Documentation

Designing Power-Ups for Action [email protected]

Goals of DocumentationGoals of Documentation

• Formalize ideas, Write a spec

• Think it through

• Communicate with the other disciplines:» What the plan is» What they need to do to implement

your power-up ideas» How they’ll know when the work is

finished

Designing Power-Ups for Action [email protected]

Principles for good design Principles for good design documentationdocumentation

• Overall: » Clarity » Efficiency

• Use fewer words

• Use more visuals

• Target your audience(s) – hint: it isn’t you.

Designing Power-Ups for Action [email protected]

Don’tsDon’ts

• Defend your ideas.

• Emphasize fiction or design philosophy unnecessarily. Don’t ramble.

• Feel the need to have excruciating level of detail. » Leave stuff up to the other

disciplines.» They’re in the same building as you,

right? They can come talk to you.

Designing Power-Ups for Action [email protected]

Example DocumentationExample Documentation• <see

document>

• <see template>

Thief 3 Power-Ups rsmith, 12/9/02

Introduction This is the implementation plan for T3 Power-Ups. This doc is sorted into the following categories:

Weapons Items Special Inventory

Weapons Selected and triggered through the weapon cycling interface, see below. Includes:

Melee - Sword and Blackjack Arrows – Various

Fire Arrow rsmith, 12/16/02

Overall Description: Very similar to fire arrow in Thief and Thief 2. Explodes in a fireball on collision. Creates fires which can distract AIs. Category: Environment Manipulation, AI Manipulation, Weapon Acquisition: Picking up fire crystals Storage: Inventory Activation: The bow interface (see below) Delivery: Arced flight trajectory Deactivation: N/A Resource Cost: One fire arrow, stack count Payload / Utility:

Damages vulnerable objects that are struck directly. Smaller amount of damage to objects within blast radius.

Designing Power-Ups for Action [email protected]

Why use a template?Why use a template?

• For Document Writers:» Enforce completeness» Provide direction

• For Document Readers:» Provide consistency

Designing Power-Ups for Action [email protected]

ConclusionConclusion

Designing Power-Ups for Action [email protected]

What This Process What This Process Can Get YouCan Get You

• A well-documented set of power-up ideas tailored to your game

• A better understanding of your Design Goals and Development Constraints

Designing Power-Ups for Action [email protected]

Broader ApplicabilityBroader Applicability

• With some simple translation, this can also be applied to:» Other genres » Other types of game elements (such

as enemies)

Designing Power-Ups for Action [email protected]

What is game design What is game design about?about?

• Making informed, deliberate decisions.

• Working within Constraints to meet Goals. Maximizing the ratio.

• Communicating with other disciplines.

Designing Power-Ups for Action [email protected]

What are power-ups What are power-ups about?about?

• Empowering the player

• Maintaining player interest

• Opening up the game’s boundaries

• Reinventing gameplay

Designing Power-Ups for Action [email protected]

Randy Smith

[email protected]

Q & Q & AA