fundamentals of game design, 2 nd edition
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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 PresentationTRANSCRIPT
Fundamentals of Game Design, 2nd Edition
by Ernest Adams
Chapter 13: Action Games
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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