Introduction to game genres & game design
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Transcript Introduction to game genres & game design
Introduction to game genres & game design
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Game critique.
What is a game really?
What is game design?
Game genres.
• The system - a look at what we can do.
• Brainstorm.
Six game characteristics
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Pre-defined rules (a dynamic system)
Goals
Variable outcome associated with the player(s)
Optional real-world consequences. (You can place
a bet on the outcome of a game, but you can also
choose not to.)
• Non-gambling: The player influences the
outcome.
• In a game with a theme, a game is a representation
of a fictive world.
General
games
Chance-based
games
Succes
criteria
Optional
consequences
Rules
Quantifiable
outcome associated
with player(s)
Player
influences
outcome
Simulations /
Toys
Two gods (acc. to Chris Crawford)
• The storyteller: Fly bird, fly. Blow wind,
blow.
• The designer of laws of nature: Birds can
fly under certain cirumstances, wind can
blow. Gravity. All these combine.
(=Designing gameplay.)
Interesting choices
Sid Meier: ”A game is a series of interesting
choices.”
An interesting choice:
• No single choice should be the best.
• The choices should not be equally good.
• The player must be able to make an
informed choice.
Monopoly
Should I build
hotels at the first
possible time even
if I use all my
money?
Gameplay is emergent
• The rules of a game do not describe every
possible game session.
• From the rules interesting patterns and
strategies emerge on a higher level.
• The strategies in a strategy game or in chess
are not described in the rules but are appear
as a consequence of the rules.
The open world
• Even in rule-based systems, some events
can still be determined or are at least very
likely to happen.
• The player is likely to accept the goal put
forward.
• Players will tend to do certain things.
• Players will search for a good strategy. If
the good strategy leads to interesting
interaction, it is a good game.
Game design is iterative
• You cannot predict all that is going to
happen in the game.
• People may not share your tastes.
• Make prototype – test it – fix it – test it.
All the glitz and glitter poured into games these days, such as
expensive art, animation, real actors, or the best musicians,
cannot cover up for poor gameplay. (Marc Saltzman)
Not everything is a story!
Are the choices facing the player interesting choices? Are they
still interesting the second time?
What are the genre conventions? What does the user expect?
If thinking in terms of storytelling: What ties this particular
story/world to an interactive medium?
The designer has to let go. Game design is to set up a system
that the players can use as their own.
What do players want?
• Players want: a challenge, to socialize, a dynamic solitaire
experience, bragging rights, emotional experience,
fantasize
• Players expect: A consistent world, to understand the
game-world’s bounds, reasonable solutions to work,
direction, to accomplish a task incrementally, to be
immersed, to fail, a fair chance, to not need to repeat
themselves, to not get hopelessly stuck, to do - not to
watch.
• Holder det?
Genre
• Like different personalities, different genres
are distringuished from another by which
characteristics predominate ... (Dubrow)
Do genres exist?
• No: We can never come up with complete
perfect distinctions between genres.
• Yes: The idea of genre plays an important
part in both the production and consumption
of games (and other things).
Action-adventure (adventure’s exploration
+ real time)
Real-tids adventure.
Fx Jet Set Willy
Kort
Genres in the 1980’s
Adventure
Platform
Action
Driving
Action-adventure: Gauntlet, Jet Set
Willy.
Various: Pac-man (maze), Pengo, Qix, Frogger, Star Wars
Sim City
(Simulation, but no goal)
Doom - First person shooter
(action + some exploration from adventure
+ first person perspective)
Sims (Sim city in a social context)
Real time strategy
(board game + real-time)
Genres ca. 2002
(That noone agrees about)
Gamespot.com
Different genres - different pleasures
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action
RPG
adventure
strategy
simulations
Sports
Fighting games
casual
puzzle games
Bruce Shelley on games
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Differentiate and Innovate, Don't Imitate
Interesting decisions = fun.
Design by Playing.
Provide a Great First 15 Minutes of Easily Accessible
Play
• The Player Should Have the Fun, Not the Designer,
Programmer, or Computer
• Provide Multiple Gaming Experiences within the Box.
• Gameplay more important than realism.
Next time
Susana Tosca: “Role-playing in multiplayer
environments. Vampire: The Masquerade.
Redemption” in CGDT Proceedings. København:
IT University. p. 10-18. (Kompendium)
Simon Egenfeld-Nielsen: Computerspillene "I sig
selv". (Kompendium)
Richard Rouse chapter 17: The Design Document
Astinus: A History of Role-Playing
http://ptgptb.org/0001/history1.html
Try the system
• diac.it-c.dk/~visichat
• Create a user, log in, walk around by
clicking, right-click on yourself and others.
• This is: A tech demo of functionality.
• This is not a complete game.
• This is not representative of what your final
game is going to look like.
Conflicts
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Minority report (tech misused). Punished for a crime.
Peasant vs. Emperor
Three brothers.
Armageddon … world threatened by asteroid.
Revenge … (24 hours)
Children’s vs. Parents
Lord of the rings (group of heroes vs. overwelming foe … complete task)
Bin Laden vs. US
Middle east
Demonstrators vs. police (WTO)
Rich vs. poor
Capitalism vs… the alternative
Sports
Groups fighting for the same thing (such as water)
Jekyll & hyde (fight yourself)
Memory problem (Memento)
Brainstorm