game design - lecture 2
DESCRIPTION
Lecture 2 of 4 in the Game Design Class, Fall 2012 - Game space. Spatial patterns, organizational approach, way-finding.TRANSCRIPT
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
Andrea Resmini
HT12 / HÖGSKOLAN I BORÅS, NOV 9 2012
Game Design
LD2. GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
TODAY'S CLASS
A brief recap from LD1Game spaceBreakWorkshop
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
RECAP: FORMAL ELEMENTS
statzpack.com
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
RECAP: DRAMATIC ELEMENTS
mattnellie.blogspot.com
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAMES HAPPEN IN SPACE
every game takes place in some kind of space that defines the various areas of a game and the way they are related
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
DUAL NATURE OF GAME SPACE
as a base element of game mechanics and design, game space is both mathematical and experiential in nature
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
DISCRETE / CONTINUOUSGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
WHEN DISCRETE, CONNECTED
Prince of Persia, Map Screen
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
MONO / BI / THREE / MULTI-DIMENSIONALGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
BOUNDED / UNBOUNDEDGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
TIC-TAC-TOEGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
DISCRETEGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CONNECTEDGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
TIC-TAC-TOEGAME DESIGN :: LECTURE 1 – STRUCTURE OF GAMES
BI-DIMENSIONAL
3D Tic-tac-toe, jacquesamerica.com
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
BOUNDEDGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
A 3x3 GRID IS ALL YOU HAVE
even though when using pen and paper players mark on an infinite analog 2D space, there are only 9 valid, discrete and connected game positions
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE
WHAT ABOUT MONOPOLY?
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAME DESIGN :: LD2 – GAME SPACE
AND WHAT ABOUT POOL?
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
SPACES WITHIN SPACES
games often rely on our “in or out” mental model to create much more complex worlds via nested spaces connected only through narrative
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
ULTIMA III
Hi-Res Ultima Map Project, http://www.xe.net/xedragon
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
MANIAC MANSIONGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAMES WITH NO SPACE?GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GAMES ALWAYS HAPPEN IN SPACE
conversational games do happen in space as well, both physically and conceptually
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
FUNCTIONAL ABSTRACT SPACE
Playing charades, Travismcclain.blogspot.com
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
UNDERSTANDING GAME SPACE
we introduce 3 different ways to assess and study game space: a spatial patterns approach, an organizational approach, and a way-finding approach
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
SPATIAL PATTERNS APPROACH
Adapted from McGregor G.L. (2007). Situations of Play: Patterns of Spatial Use in Videogames
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CHALLENGE SPACE
where the game environment directly challenges the player
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CHALLENGE SPACE
Mario and Luigi
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CONTESTED SPACE
where the game environment is the setting for a contest between entities
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CONTESTED SPACECONTESTED SPACE
Battle for Middle-Earth
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
NODAL SPACE
where social patterns of spatial usage are imposed on areas of the game to add structure and readability. For example, inns and only inns for food in an RPG
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
NODAL SPACE
A leap of faith in Assassin's Creed 2
NODAL SPACEGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CODIFIED SPACE
where elements of game space represent other non-spatial game components, such as information or access to objects
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CODIFIED SPACE
Carcassonne, board game
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CREATION SPACE
where players build or modify all or parts of the game space as part of the gameplay
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
CREATION SPACE
Battle for Middle-Earth
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
NON-INTERACTIVE BACKDROPS
where no direct interaction is possible between game space and the players
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
NON-INTERACTIVE BACKDROPSNON-INTERACTIVE BACKDROPS
Another world
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
ORGANIZATIONAL APPROACH
Adapted from Schell, J. (2008). The Art of Game Design. MK
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
LINEAR SPACE
linear game space allows limited player movement (back / forth) and can be either two-ended or looped back on itself
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
LINEAR SPACE
Guitar Hero
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GRID SPACE
a grid increases complexity but still remains easy to understand and to manipulate by players (and by the game)
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
GRID SPACEGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
WEB SPACE
web game space consists of a number of points of some interest to the player connected in a map by paths
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
WEB SPACE
The Secret of Monkey Island
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
POINTS IN SPACE
points in space is common for games where players define game space themselves
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
POINTS IN SPACE
Bocce, http://blogs.courierpostonline.com/
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
DIVIDED SPACE
divided game space is carved up in bounded, well-delimited sections, often map-like
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
DIVIDED SPACE
Risk
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
COMBINATIONS ARE FREQUENT
very often these various types are combined: baseball for example mixes linear space with points in space
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
WAY-FINDING APPROACHGAME DESIGN :: LD2 – GAME SPACE
Wikimedia
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
MAPPING AND PERCEPTION
Kevin Lynch studied urban environments in the 60s and found out that users navigate their surroundings forming mental maps using 5 base elements
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
KEVIN LYNCH, SKETCHES
DISTRICTS
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
DISTRICTSGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
EDGES
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
EDGESGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
KEVIN LYNCH, SKETCHES
PATHS
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
PATHSGAME DESIGN :: LD2 – GAME SPACE
Mirror's Edge
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
PATHSGAME DESIGN :: LD2 – GAME SPACE
Ico
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
KEVIN LYNCH, SKETCHES
NODES
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
NODESGAME DESIGN :: LD2 – GAME SPACE
The Imperial City in Oblivion
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS MNSU.EDU
KEVIN LYNCH, SKETCHES
LANDMARKS
From http://krypton.mnsu.edu/~tony/courses/431/Vocabulary.html
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
LANDMARKS
Shadow of the Colossus
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
LANDMARKS
Prince of Persia Reboot
GAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
A NOTE ON WEENIESGAME DESIGN :: LD2 – GAME SPACE
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
LANDMARK & WEENIES
weenies, a term invented by Walt Disney for his parks, are active, very visible elements that entice visitors to seek them out. Not so landmarks.
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
BREAK
Back in 15, right? Thanks.
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
WORKSHOP
Let's get going
GAME DESIGN :: LD2 – GAME SPACE
ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS
THAT'S ALL FOLKS
coming up next time is LD3, Formal elements of
games