game design - lecture 2

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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

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Lecture 2 of 4 in the Game Design Class, Fall 2012 - Game space. Spatial patterns, organizational approach, way-finding.

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Page 1: Game Design - Lecture 2

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

Page 2: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

TODAY'S CLASS

A brief recap from LD1Game spaceBreakWorkshop

Page 3: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

RECAP: FORMAL ELEMENTS

statzpack.com

GAME DESIGN :: LD2 – GAME SPACE

Page 4: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

RECAP: DRAMATIC ELEMENTS

mattnellie.blogspot.com

GAME DESIGN :: LD2 – GAME SPACE

Page 5: Game Design - Lecture 2

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

Page 6: Game Design - Lecture 2

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

Page 7: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

DISCRETE / CONTINUOUSGAME DESIGN :: LD2 – GAME SPACE

Page 8: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WHEN DISCRETE, CONNECTED

Prince of Persia, Map Screen

GAME DESIGN :: LD2 – GAME SPACE

Page 9: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

MONO / BI / THREE / MULTI-DIMENSIONALGAME DESIGN :: LD2 – GAME SPACE

Page 10: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

BOUNDED / UNBOUNDEDGAME DESIGN :: LD2 – GAME SPACE

Page 11: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

TIC-TAC-TOEGAME DESIGN :: LD2 – GAME SPACE

Page 12: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

DISCRETEGAME DESIGN :: LD2 – GAME SPACE

Page 13: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CONNECTEDGAME DESIGN :: LD2 – GAME SPACE

Page 14: Game Design - Lecture 2

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

Page 15: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

BOUNDEDGAME DESIGN :: LD2 – GAME SPACE

Page 16: Game Design - Lecture 2

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

Page 17: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

GAME DESIGN :: LD2 – GAME SPACE

WHAT ABOUT MONOPOLY?

Page 18: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

GAME DESIGN :: LD2 – GAME SPACE

AND WHAT ABOUT POOL?

Page 19: Game Design - Lecture 2

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

Page 20: Game Design - Lecture 2

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

Page 21: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

MANIAC MANSIONGAME DESIGN :: LD2 – GAME SPACE

Page 22: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

GAMES WITH NO SPACE?GAME DESIGN :: LD2 – GAME SPACE

Page 23: Game Design - Lecture 2

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

Page 24: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

FUNCTIONAL ABSTRACT SPACE

Playing charades, Travismcclain.blogspot.com

GAME DESIGN :: LD2 – GAME SPACE

Page 25: Game Design - Lecture 2

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

Page 26: Game Design - Lecture 2

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

Page 27: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CHALLENGE SPACE

where the game environment directly challenges the player

Page 28: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CHALLENGE SPACE

Mario and Luigi

GAME DESIGN :: LD2 – GAME SPACE

Page 29: Game Design - Lecture 2

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

Page 30: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CONTESTED SPACECONTESTED SPACE

Battle for Middle-Earth

GAME DESIGN :: LD2 – GAME SPACE

Page 31: Game Design - Lecture 2

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

Page 32: Game Design - Lecture 2

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

Page 33: Game Design - Lecture 2

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

Page 34: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CODIFIED SPACE

Carcassonne, board game

GAME DESIGN :: LD2 – GAME SPACE

Page 35: Game Design - Lecture 2

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

Page 36: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

CREATION SPACE

Battle for Middle-Earth

GAME DESIGN :: LD2 – GAME SPACE

Page 37: Game Design - Lecture 2

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

Page 38: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

NON-INTERACTIVE BACKDROPSNON-INTERACTIVE BACKDROPS

Another world

GAME DESIGN :: LD2 – GAME SPACE

Page 39: Game Design - Lecture 2

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

Page 40: Game Design - Lecture 2

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

Page 41: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

LINEAR SPACE

Guitar Hero

GAME DESIGN :: LD2 – GAME SPACE

Page 42: Game Design - Lecture 2

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)

Page 43: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

GRID SPACEGAME DESIGN :: LD2 – GAME SPACE

Page 44: Game Design - Lecture 2

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

Page 45: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WEB SPACE

The Secret of Monkey Island

GAME DESIGN :: LD2 – GAME SPACE

Page 46: Game Design - Lecture 2

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

Page 47: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

POINTS IN SPACE

Bocce, http://blogs.courierpostonline.com/

GAME DESIGN :: LD2 – GAME SPACE

Page 48: Game Design - Lecture 2

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

Page 49: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

DIVIDED SPACE

Risk

GAME DESIGN :: LD2 – GAME SPACE

Page 50: Game Design - Lecture 2

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

Page 51: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WAY-FINDING APPROACHGAME DESIGN :: LD2 – GAME SPACE

Wikimedia

Page 52: Game Design - Lecture 2

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

Page 53: Game Design - Lecture 2

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

Page 54: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

DISTRICTSGAME DESIGN :: LD2 – GAME SPACE

Page 55: Game Design - Lecture 2

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

Page 56: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

EDGESGAME DESIGN :: LD2 – GAME SPACE

Page 57: Game Design - Lecture 2

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

Page 58: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PATHSGAME DESIGN :: LD2 – GAME SPACE

Mirror's Edge

Page 59: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

PATHSGAME DESIGN :: LD2 – GAME SPACE

Ico

Page 60: Game Design - Lecture 2

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

Page 61: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

NODESGAME DESIGN :: LD2 – GAME SPACE

The Imperial City in Oblivion

Page 62: Game Design - Lecture 2

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

Page 63: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

LANDMARKS

Shadow of the Colossus

GAME DESIGN :: LD2 – GAME SPACE

Page 64: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

LANDMARKS

Prince of Persia Reboot

GAME DESIGN :: LD2 – GAME SPACE

Page 65: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

A NOTE ON WEENIESGAME DESIGN :: LD2 – GAME SPACE

Page 66: Game Design - Lecture 2

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.

Page 67: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

BREAK

Back in 15, right? Thanks.

Page 68: Game Design - Lecture 2

GAME DESIGN :: LD2 – GAME SPACE

ANDREA @RESMINI :: HIT, HÖGSKOLAN I BORÅS

WORKSHOP

Let's get going

Page 69: Game Design - Lecture 2

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