se320: introduction to computer games week 2 gazihan alankus 10/4/20111
TRANSCRIPT
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Instructor
• Gazihan Alankuş• METU, BS 2002, MS 2005• WUSTL, PhD 2011 (Working on it)• Some industry experience• I do research on games• Now I get to teach games• reasonable > idealistic
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You
• Introduce in detail, from where, etc.• You and games• Registered? Why?• What do you expect– from this class?– to see happen by the end of semester?
• Programmer?– Java? Eclipse? IDEs? Debugging? Open source? 116?
• Artist?– Graphic designer? Sound maker?
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Project
students ideas selected ideas
pitching
voting
group assignments
ALL THIS WILL BE NEXT WEEKI’LL GRADE THE QUALITY OF YOUR PITCH
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Project
• Due next week:– One page summary of your game idea • High concept + game treatment (in your book’s terms)
– Three minute presentation on the board (strict timing, shoot for two)
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Group Assignments
• I’ll make the one-page summaries available online• You’ll e-mail me in confidence– top 10 game choices – top 5 preferred group members (optional)– top 5 not preferred group members (optional)
• I will try to assign groups, trying to (and failing at) making everyone happy
• I will announce them next week, also adding new people coming from add-drops.
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Project: Create a Game as a Team
• I don’t want to make this difficult for you– Java and Eclipse!– Slick2D– Taught in-class
• Also perfectly fine– Any other technology (involving programming)– 3D or 2.5D games– Less tech support
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Game Design
• Imagine• Define how it works• Describe its elements in detail• Transmit this to other team members
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Anatomy of Game Design
• Common principles can help• Design is very important– Creativity– Hi-tech or fancy-art games are often marked down
for poor game design• Key elements– Rules, role, challenges, etc. (we will learn later)
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Three Aspects of Game Design
• Core Mechanics• Storytelling and Narrative• Interactivity
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Core Mechanics
• The “science” of game design• A consistent set of rules• The rules that the game works according to• Examples– Mario– World of Goo
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Story
• What you imagine while dealing with the core mechanics– Implicit story, let the player imagine – Explicit story, run through a plot line• Linear• Nonlinear
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• Team with >1 people, have to communicate the design
• Types of documents– High concept • get someone interested
– Game treatment • let them play it in their imaginations
– Game script• detailed design decisions for developers to create it
Documenting the Design
Target in your pitches fornext week
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Anatomy of a Game Designer
• Imagination• Technical awareness• Analytical competence• Mathematical competence• Aesthetic competence• General knowledge• Writing skills• Drawing skills• The ability to compromise10/4/2011
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Finding an Idea
• Daydream• Ideas from other media• Ideas from other games• Let others share the same dream through the
game
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Elements of a Game
• Game– Participatory, interactive entertainment
• Rules (actions, moves, etc.)– How the artificial universe works– What you can and cannot do
• Role– Who you are, what you are doing
• Games vs toys and puzzles
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Elements of a Game (cont’d)
• Victory condition– Beat previous score– Finish plot line– Beat other player
• Number of players– Single-player– Multi-player
• Cooperative• Competitive
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Elements of a Game (cont’d)
• Setting– The game world– Board, stadium, etc.
• Interaction model– Avatar, omnipresent
• Perspective– Top-down, isometric, first person, side-scrolling– Attractiveness vs. practicality
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Elements of a Game (cont’d)
• Role– James Bond– Fatih Terim– Counter-terrorism officer– Garrett the thief– Any well-defined
fictional character
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Elements of a Game (cont’d)
• Mode– Switches in the nature of gameplay
• Structure– Relationship between modes, rules, why and
when modes change– Flowchart
• Realism• Story
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Understanding Your Audience
• Entertaining other people is hard!• Common characteristics– Core vs. casual– Age groups– Male vs. female
• User testing is indispensable!
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Genres
• ActionPhysical challenges, puzzles, races, conflict, economy– Strategic, conceptual
• StrategyStrategic, tactical, logistical, economic challenges– Physical challenges, races, puzzles
• Role-playingTactical, logistical, exploration, economic challenges,
puzzles– Physical challenges
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Genres (cont’d)
• SimulationsSports, vehicles, physical and tactical challenges– Exploration, economic, conceptual challenges
• Construction and managementEconomic, conceptual challenges – Physical challenges
• AdventureExploration, puzzles, conceptual challenges
• PuzzleLogical, time pressure, some action
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Design Motivations
• Market-driven games• Designer-driven games• License exploitation• Technology-driven games• Art-driven gamesIntegrate elements from multiple goals
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Game Concept Worksheet
• Nature of gameplay (challenges, actions, etc.)
• Victory condition• Role (in relation to
gameplay)• Game setting (world)• Interaction model
(avatar, omnipresent, etc.)
• Primary perspective (camera)
• Structure and modes• Single or multi player,
competitive-cooperative
• Story and narrative• Genre (if an existing one
applies)• Target audience
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