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Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 13: Action Games

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Fundamentals of Game Design, 2 nd Edition. by Ernest Adams. Chapter 13: Action Games. Objectives. Identify the qualities that set action games apart from other genres Recognize the distinct subgenres of action games and their particular features - PowerPoint PPT Presentation

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Page 1: Fundamentals of  Game Design, 2 nd  Edition

Fundamentals of Game Design, 2nd Edition

by Ernest Adams

Chapter 13: Action Games

Page 2: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 2© 2009 by Pearson Education, Inc.

Objectives

Identify the qualities that set action games apart from other genres

Recognize the distinct subgenres of action games and their particular features

Use the characteristic features of action games, such as levels, lives, and powerups, to design games of your own

Know the design limitations imposed by placing the player under time pressure

Page 3: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 3© 2009 by Pearson Education, Inc.

What Are Action Games?

An action game is one in which the majority of challenges presented are tests of the player’s physical skills

Puzzle-solving, tactical conflict, and exploration challenges are often present as well

Fastest action games are called twitch games

Page 4: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 4© 2009 by Pearson Education, Inc.

Action Game Subgenres

Shooters Most familiar and popular subgenre Players use a ranged weapon 2D shooters

Top-down or side-view perspective Players are under constant attack so shoot everything Unlimited ammunition Unrealistic physics

Page 5: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 5© 2009 by Pearson Education, Inc.

Action Game Subgenres (Cont.)

Shooters (cont.) 3D shooters

Cutting edge of game hardware Physics are more realistic than 2D shooters Can be first-person or third-person perspective Further subgenres:

Rail-shooters Tactical shooters Survival horror Arena games

Page 6: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 6© 2009 by Pearson Education, Inc.

Action Game Subgenres (Cont.)

Platform games Cartoonish games in which an avatar moves

through a vertically exaggerated environment, jumping on and off platforms

Most actions are jumps Highly unrealistic physics Most 2D side-scrolling games with humanoid

avatar are platform games Super Mario Bros. is the classic example

Page 7: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 7© 2009 by Pearson Education, Inc.

Action Game Subgenres (Cont.)

Fighting games Physical challenges test reaction time and timing Simulate hand-to-hand combat

May use a few ranged weapons Two major categories: one-on-one and mêlée. Serious boxing games usually classed as sports games

Actions include maneuvering, attacking, and defending

Combo moves are common Play is largely 2D in the plane of the video screen

Page 8: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 8© 2009 by Pearson Education, Inc.

Action Game Subgenres (Cont.)

Fast puzzle games Require player to solve problems quickly Simple, abstract, limited control set Tetris is the archetypal fast puzzle game Casual gamers enjoy this subgenre Ideal for handheld devices and cell phones

Page 9: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 9© 2009 by Pearson Education, Inc.

Action Game Subgenres (Cont.)

Action-adventure Hybrid combines action and adventure Games include physical challenge, story,

inventory, and dialog Dance and rhythm games

Challenges player’s sense of rhythm Press buttons to make the avatar dance

Specialized hardware common: dance mat, conga drums, maracas

Popular with girls—less pointless violence

Page 10: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 10© 2009 by Pearson Education, Inc.

Action Game Subgenres (Cont.)

Other action games No shooting, hand-to-hand fighting, or abstract

puzzle-solving Use skills such as maneuvering and path planning

Page 11: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 11© 2009 by Pearson Education, Inc.

Game Features

Progression Levels usually completed in linear sequence

Levels often grouped by theme and end with a boss Fixed challenges are easier to build, but repetitious

If killed, avatars reappear at a checkpoint Level exits, level warps, and teleporters

Level exits lead to the next level Level warps exit the level and jump ahead several levels Teleporter jumps within the same level

Page 12: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 12© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Planning your pacing:1. Brainstorm ideas for moments of excitement2. Order ideas by priority3. Create a story framework4. Rate key events for intensity, and sequence them5. Rate and sequence story plot points6. Set the time between high-intensity events7. Evaluate the trends8. Begin constructing levels9. Iteratively test, review, and adjust

Page 13: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 13© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Challenges Avatars typically faced by three kinds of problems

Passive obstacle impedes movement without threat (wall)

Stationary danger attacks approaching avatar (electric fence)

Active dangers attack and move around

Page 14: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 14© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Challenges (cont.) Waves—enemies attack in groups The big boss guards the end of the themed level Wildcard enemies break up the predictability Locked doors partition levels and control progress Monster generators or spawn points cause new

enemies to appear

Page 15: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 15© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Player actions Routine actions include maneuvering an avatar,

aiming and shooting, collecting and selecting, manipulating objects, and fighting moves

Smart bomb clears enemies from the immediate area

Hyperspace escape immediately moves the player at the risk of unexpectedly entering a dangerous area

Page 16: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 16© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Core mechanics are simple and obvious Lives provide several reprieves from death Energy is replenished by collectibles or powerups Powerups increase strength Collectibles are common but not required

Increase the score Unlock secret levels or cause special bonus events

Page 17: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 17© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Core mechanics (cont.) Timer counts down time to events and

catastrophes or the amount of time left to finish the level

Score indicates progress

Page 18: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 18© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Victory conditions Only arcade (or arcade-like) games don’t have

victory conditions Including a structured story means the game will

end Interaction model

Avatar is most common Puzzle manipulation model (Tetris) or

omnipresent model (Lemmings) also used

Page 19: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 19© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Camera models 2D camera models

Includes side-scrolling and top-scrolling perspectives Continuous, variable, and parallax scrolling

3D first person is tied to the avatar with a limited field of view

3D third person lets the player see the avatar Many offer both, switchable at player option

Resident Evil 4 combines these somewhat, moving camera to just behind avatar’s shoulder

Page 20: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 20© 2009 by Pearson Education, Inc.

Game Features (Cont.)

Camera models (cont.) Gameplay implications of 2D and 3D

In 3D, it is difficult to tell the speed or distance of objects that come directly toward the player

3D games use the environment to present challenges In 3D, enemies can hide and sneak up on the avatar

Context-sensitive models Camera moves depending on the circumstances Not a good model for fast action games

Sudden changes of camera position are disorienting during high-speed action

Page 21: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 21© 2009 by Pearson Education, Inc.

Game Features (Cont.)

User interface features Display only as much as the player needs to know Keep it onscreen Use indicators rather than numbers or text Draw attention to critical information Maps and mini-maps can be shown as

transparent overlays; keep them simple Use color to identify characters and objects Controls should be as simple as possible

Page 22: Fundamentals of  Game Design, 2 nd  Edition

Chapter 13 Action Games 22© 2009 by Pearson Education, Inc.

Summary

You should now understand How to identify an action game How to recognize action game subgenres How to identify and use characteristics of an

action game How to describe design limitations of action

games