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Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

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Page 1: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Fundamentals of Game Design

by Ernest Adams and Andrew Rollings

Chapter 5: Creative and Expressive Play

Page 2: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 2© 2006 by Pearson Education, Inc.

Objectives

Describe self-defining play as a way a player can project his personality into the game world by selecting an avatar and the avatar’s attributes

Explain creative play as a way to allow players to design or construct as part of the gameplay

Page 3: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 3© 2006 by Pearson Education, Inc.

Objectives (Cont.)

Understand the difference between constrained creative play and freeform creative play

Know how games can provide storytelling play by allowing players to create stories

List ways in which you can provide additional creative freedom by allowing the player to modify a game

Page 4: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 4© 2006 by Pearson Education, Inc.

Self-Defining Play

Lets the player project his personality into the game world by means other than gameplay choices

Methods Avatar selection Avatar customization Avatar construction

Page 5: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 5© 2006 by Pearson Education, Inc.

Functional Attributes

Functional attributes affect gameplay Characterization attributes

Define fundamental aspects and change slowly or not at all

Status attributes Give the current status of the character and may change

frequently

When players assign values to functional attributes, they define themselves in a creative way

Page 6: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 6© 2006 by Pearson Education, Inc.

Functional Attributes (Cont.)

Allowing players to set all functional attribute values may introduce bugs; instead Give players a fixed or random number of points

to assign among all attributes Include a set of default or recommended settings

for new players who want to get started quickly Allow players to earn the right to set their

character’s functional attributes any way they like

Page 7: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 7© 2006 by Pearson Education, Inc.

Cosmetic Attributes

Cosmetic attributes do not affect gameplay Cosmetic attributes make a game more fun at

a low implementation cost Typical cosmetic attributes:

Headgear, clothing, shoes, and jewelry Hair color, eye color, skin color Body type or size Paint color, decals, insignia on vehicles

Page 8: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 8© 2006 by Pearson Education, Inc.

Creative Play

Allow players to save and reload creations Computerized creative play can be

categorized as Constrained creative play Freeform creative play

Page 9: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 9© 2006 by Pearson Education, Inc.

Constrained Creative Play

A player can create only within artificial constraints imposed by the rules

Play can be limited by the economy Can require that the created items meet

specific physical requirements Can require that the created items meet

specific aesthetic requirements

Page 10: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 10© 2006 by Pearson Education, Inc.

Freeform Creative Play

Provides unlimited time and resources Traditionally known as sandbox mode Usually offers fewer rewards or no rewards

Page 11: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 11© 2006 by Pearson Education, Inc.

Storytelling Play

Provide features that allow players to create and share stories

Forums and captured images assist this ability

Page 12: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 12© 2006 by Pearson Education, Inc.

Game Modifications

For utmost creative freedom, allow players to modify the game itself

Pros Popular with core gamers Extends the lifespan of a game

Cons You have no control over the mod Allowing players to create mods can put the

reputation of your game at risk

Page 13: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 13© 2006 by Pearson Education, Inc.

Level Editors

Allow players to construct new levels for a game Players may be able to construct a new

landscape, place challenges in it, and write a script for the game engine to run

Tools must be included with the game

Page 14: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 14© 2006 by Pearson Education, Inc.

Bots

Artificially intelligent opponent that the player can program

Players create tougher opponents than the original game included

Page 15: Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play

Chapter 5 Creative and Expressive Play 15© 2006 by Pearson Education, Inc.

Summary

You should now understand How players express themselves through their

avatars How to provide creative play How to provide storytelling play Why players create mods