fundamentals of game design by ernest adams and andrew rollings chapter 5: creative and expressive...
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Fundamentals of Game Design
by Ernest Adams and Andrew Rollings
Chapter 5: Creative and Expressive Play
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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