Transcript SE 320 L2

SE320: Introduction to Computer Games Week 2 Gazihan Alankus 10/4/2011 1

Outline • • • Introduction Project Today’s class: video game concepts 10/4/2011 2

Outline • • • Introduction Project Today’s class: video game concepts 10/4/2011 3

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 10/4/2011 4

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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We’ll Create Games • This is the most important thing here!

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Outline • • • Introduction Project Today’s class: video game concepts 10/4/2011 7

Project students ideas pitching voting selected ideas group assignments 10/4/2011 ALL THIS WILL BE NEXT WEEK I’LL GRADE THE QUALITY OF YOUR PITCH 8

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) 10/4/2011 9

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 10/4/2011 11

Outline • • • Introduction Project Today’s class: video game concepts 10/4/2011 12

Video Game Concepts • Read chapters 1 and 2 from your book 10/4/2011 13

10/4/2011 Short Chat about Video Games 14

Game Design • • • • Imagine Define how it works Describe its elements in detail Transmit this to other team members 10/4/2011 15

• Art?

• Science?

 Craft Game Design 10/4/2011 16

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) 10/4/2011 17

Three Aspects of Game Design • • • Core Mechanics Storytelling and Narrative Interactivity 10/4/2011 18

Three Aspects of Game Design • •  Core Mechanics Storytelling and Narrative Interactivity 10/4/2011 19

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 10/4/2011 20

Three Aspects of Game Design • Core Mechanics •  Storytelling and Narrative Interactivity 10/4/2011 21

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 10/4/2011 22

Three Aspects of Game Design • Core Mechanics • Storytelling and Narrative  Interactivity 10/4/2011 23

Interactivity • • • Graphics Sounds User interface (buttons, menus, etc.) 10/4/2011 24

Documenting the Design • • 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 Target in your pitches for next week – Game script • detailed design decisions for developers to create it 10/4/2011 25

Anatomy of a Game Designer • • • • • • • • • Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge Writing skills Drawing skills The ability to compromise 10/4/2011 26

Finding an Idea • • • • Daydream Ideas from other media Ideas from other games Let others share the same dream through the game 10/4/2011 27

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 10/4/2011 28

10/4/2011 Elements of a Game (cont’d) Rules Actions Gameplay Challenges 29

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 10/4/2011 30

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 10/4/2011 31

Elements of a Game (cont’d) • Role – James Bond – Fatih Terim – Counter-terrorism officer – Garrett the thief – Any well-defined fictional character 10/4/2011 32

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 10/4/2011 33

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 • • • Action  Physical challenges, puzzles, races, conflict, economy – Strategic, conceptual Strategy  Strategic, tactical, logistical, economic challenges – Physical challenges, races, puzzles Role-playing  Tactical, logistical, exploration, economic challenges, puzzles – Physical challenges 10/4/2011 35

Genres (cont’d) • • • • Simulations  Sports, vehicles, physical and tactical challenges – Exploration, economic, conceptual challenges Construction and management  Economic, conceptual challenges – Physical challenges Adventure  Exploration, puzzles, conceptual challenges Puzzle  Logical, time pressure, some action 10/4/2011 36

Hardware • • • • • Game consoles PCs Handheld devices Phones Other devices 10/4/2011 37

Design Motivations • Market-driven games • Designer-driven games • License exploitation • Technology-driven games • Art-driven games  Integrate elements from multiple goals 10/4/2011 38

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 10/4/2011 39

Game Ideas for Next Week • • One-page game summary (e-mail to me before class) – Story – Details – Small image or background image (optional) Three-minute presentation – Shoot for two – Pitch your game idea – Why should people want to work with you?

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