Download - WK 3 - Gameplay Controls Interface
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WK 3I. Elements of Game-play
(10 min Break)
II. Controls and Interface
or
So what is this interactivity thingy all about anyway?
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REVIEW:
What is a GAME? DEFINED RULES
DEFINED SPACE
GIVEN SET OF COMPONENTS
SET OF VICTORY CONDITIONS
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How to critically analyze &
brainstorm a VIDEO game: Starting point: The 10 Commandments of
Game Design
(Then break it down by)
Mechanics
Flow
Atmosphere Innovation
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Followed by a
Quick Case Study:
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I. Elements ofGame Play 1) What Does Play Mean?
2) Story and Plot
3) Unique Solutions
4) Non-Linearity
5) Modeling Reality
6) Teaching the Player
7) The Gut Factor
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1) What Does Play Mean? Gameplay includes all player experiences
during the interaction with game systems.
Proper use is coupled with reference to"what the player does".
Includes: story quality, ease of play, and
overall desirability of a game.
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Gameplay Not to be confused with Game
Mechanics: the construct of rules intended
to produce an enjoyable game orgameplay.
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Creativity
(Art / Writing) Programming
Marketing
Remember this?
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2) Story and Plot Story & Plot are fundamentally linear
The basic elements of linear plot are:
Conflict
Rising Action
Climax
Falling ActionResolution
(more info in Wk 5 & 6)
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The unwritten rule If someone is telling a story and changes
the facts it is often very confusing and
unbelievable.
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Story and Plot But if one is the CREATOR of the story
has control of the plot
then perhaps there is no need for to be linear yet all too often we think we must
because the story receiverexpects it
or at least we thinkthey do!
(This is a problem.)
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3) Unique SolutionsAnticipatory Systems vs. Complex Systems
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THE CHAOTIC RESULT:
Emergence (Emergent Properties)
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4) N
on-Linearity
[See Rouse Ch. 11 for more on story]
Storytelling
Multiple Solutions
Order
Selection
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5) Modeling Reality
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6)T
eaching the Player Tutorials?
Simple Actions
Increasing Complexity Reward the Player
Learning Experience
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7)The Gut Factor What makes a good game? As a designer you
will be expected to intuitively know the rightanswer! Its an Art form an internalized
understanding! Its about experience, integrity,and ability!
[Rouse p. 115]
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**10 MIN BREAK?**
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II. Controls and Interface 1) Input/Output
2) Controls
3) Game World Feedback
4) Good artists borrow
5) The Future
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1) Input/OutputGame Mechanics: the construct of rules intended
to produce an enjoyable game or gameplay.
Rule #1: There is an Input/Output relationshipcreated through the Mechanics which willdetermine the success of the Gameplayimplementation regardless of other factors.
Rule #2: You pretty much get to make the rest upas you go along.
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2) C
ontr
ols
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3) Game Wo
rld Feedback
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4) G
ood artists b
orrow
great ones steal!
Dont reinvent the wheel!
If it isn't broke dont fix it!
Build on what has gone before!
Learn from the mistakes of others!
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What we are really talking about here is
INTERACTIVITY!
[If it doesnt require interactivity, make a movie out of it instead.]
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The Future?
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HW:
Read Ch 1-4 of Schell to reinforce this stuff.
Reminder: D1 is due in 2 weeks! (Wk 5)