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Multimedia Games Development COM429 Week 7 Game design issues (Genres)

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Presentation on theme: "Multimedia Games Development COM429 Week 7 Game design issues (Genres)"— Presentation transcript:

1 Multimedia Games Development COM429 Week 7 Game design issues (Genres)

2 Lecture overview Review design issues related to specific game genres Student should be able to assess and weigh factors that influence the design of games in the different genres

3 Game genres Action games Role playing games Adventure games Strategy games Simulations Sports games Fighting games Casual games God games Educational games Serious games Online games

4 Genre: Action games Objective is to keep the player engaged and active at all times Player skills are hand to eye coordination and quick reflexes Limited deep thought required May require puzzle solving abilities and tactical/strategic decision making

5 Action games: perspective Player must have a good view of the game action to be able to respond quickly Typically first or third person perspective First person perspective allows fast paced action Better player immersion Lacks player identification with game character

6 Action games: perspective Third person perspective More appropriate for action adventure See the character you are controlling Personalise and identify with the character

7 Action games: level design Good level design is crucial to the success of an action game Level must be visually appealing and functional Focus on fast action Consistent with storyline Well structured to regulate action and flow of game Careful balancing required

8 Action Games: Weapons Weapon design an integral part of an action game Needs to be consistent with setting and storyline Must be balanced with other weapons and be appropriate to the challenge Include features attractive to users Must have good audio/visual features

9 Action Games: Weapons Energy sword Halo Call of Duty BFG Doom

10 Action Games: Game engines Choose game engine Option to make your own (time consuming and costly but will have only the functionality required) License from a developer, cheaper option (maybe) but will be feature heavy

11 Unreal engine “A non-refundable, non-recoupable license fee is due on execution of the agreement. The cost is US $350,000 for one of the available Unreal Engine 2 platforms, plus US $50,000 for each additional platform. A royalty of 3% is due on all revenue from the game, calculated on the wholesale price of the product minus (for console SKUs) console manufacturer fees. In the case of massive-multiplayer online games, the royalty is also due on the additional forms of revenue including subscriptions and advertisements.”

12 Action Games: Game engines Game engine selection considerations Cost Ease of use Cross-platform capabilities Look-and-feel Support Availability Extendibility

13 Genre: Role playing Genre revolves around storyline, characters and combat. Ensure correct balance Usually situated in large virtual worlds Large overhead in terms of time commitment Need to ensure intuitive design

14 Genre: Role playing Focus on character development Starts vulnerable and unskilled Grows in strength and abilities through challenges Develops to a point where any challenge/boss is surmountable Essential to ensure player choice Class or clan of character Attributes e.g. skill or magic (game balance limitations) Player empathy important to bond with character

15 World of Warcraft classes Paladin | Rogue | Priest | Hunter

16 Genre: Role playing Based on statistics of game elements and interaction Ability to micromanage character development or facilitate action and adventure

17 Genre: Role playing Strength of storyline central Delivered in digestible chunks through quests and mission Lets players explore worlds and interact Option of linear or nonlinear storyline Range of short, mid and long terms goals with a final objective

18 Genre: Role playing Player development typically central Requires intuitive interface to ensure smooth control Can be real time or turn based with meaningful choices in combat Difficulty levels need to be managed carefully Initial stages of game important to master basic survival skills and hook player

19 Genre: Adventure Games Story driven and puzzle based Requires gripping storyline Players activities based around theme Must maintain interest (tasks, places, people)

20 Genre: Adventure Games Appropriate puzzles/ obstacles must be overcome to achieve players goals Puzzles must be challenging but not impossible Short period of frustration leading to inspired solution

21 God of War Minotaur step puzzle You need to use Medusa's Gaze to freeze the Minotaur as it steps on the button to open the gate on the other end. From there, quickly roll to the open gate before it un-freezes. Crate pushing puzzle Bow and arrow puzzle Etc….

22 Genre: Adventure Games Each puzzle should be logical and appropriate to the setting Derived from the game villain to hinder hero progress Sensible approach with adequate clues Should advance storyline or deliver reward

23 Genre: Adventure Games Simple intuitive interface Maximum flexibility with minimum effort Trade off of complexity versus usability Appropriate to game progress (Puzzle solving) Elements include inventory and interaction

24 Genre: Adventure Games Linear or nonlinear storyline Player freedom to make meaningful choices Excessive choice may lose player Design large open areas Include activities that can be completed in any order Level ends with summary and moves on

25 Genre: Adventure Games Players should be given the chance to explore the game world (with storyline constraints) Staggered access Typically as rewards for task completion

26 Genre: Strategy Games Essential element is game balance Requires extensive iterative testing Prototype and test early Balance essential in all elements Must be fair with equal chance of winning

27 Genre: Strategy Games Focus on resource management of materials (Gold, oil, supplies) Careful balance for thoughtful and strategic spending Resources should be renewalable and accessible Balanced consumption across factions or classes

28 Genre: Strategy Games Typically multiple opposing teams All teams should have equal chance to win Based on good strategic decisions a good player should be able to ensure victory for any team

29 Genre: Strategy Games Relationship between weapon and unit strength is critical Clear distinguishing characteristics (functional and aesthetic) Limit access (Not given to all sides) Balance between defensive and offensive (must be a way to defend against any weapon)

30 Genre: Strategy Games Good artificial intelligence is essential (Strategy Action Game Engine for C&C Generals)Strategy Action Game Engine Sometimes best choice should not be used (Location of advanced weapons) Balance of difficulty Some element of randomness Actions must be logical Essential to test, test and test to get balance right Possible public beta programs

31 Genre: Strategy Games Have variety of missions based on a single objective Quality over quantity Clear objectives, outcomes and deliverables Appropriate use of cut scenes and cinematics

32 Genre: Games Simulations Simulations require a substantial amount of depth Involves extensive research Simulations need to accurately model experience Necessary to maintain player interest levels Provide interesting tasks or objectives Increase immersion with feedback

33 Genre: Simulations Microsoft Flight simulator X Blazing Angels

34 Genre: Simulations Focus on target audience, determines level of realism Casual gamer Ease of use a priority Simplified controls Main objective is immediate gratification Mastering game requires more attention to detial Dedicated fan Total realism No level of detail too trivial Must mirror real life experience Pull in real time weather (Microsoft flight simulator X)

35 Genre: Simulations Interface design can be challenging Functionality++ = Interface complexity++ Objective is to simplify interface while remaining faithful to functionality

36 Genre: Sports Sports games typically played by sports fans Players have good knowledge of sport, history and rules High level of accuracy Madden NFL 2007

37 Genre: Sports Critical to get rules and nuances of the sport correct Have awareness of history and traditions Allow rules to be changed (within balance constraints) FIFA 2007 Turn off penalties for tackles

38 Genre: Sports Sports games have an on-field and off-field element May need to include training, coaching and management decisions Football Manager

39 Genre: Sports Copyright and trademarks Legal minefield Real people, stadiums and uniforms Requires licensing and permission to use

40 Genre: Sports Sports games require accurate representation of motion Budget for motion capture into design and budget Extensive use of camera angles Allow player to see action at all times

41 Genre: Sports Interface optimized for individual game Ambience key in game to increase immersion (stadium/arena noises, commentary)

42 Genre: Fighting Games Intense and fast paced Levels of controller complexity Essential to ensure character balance Fights should be appropriately timed Virtua Fighter 5

43 Genre: Fighting Games Can include high level of strategic decision making

44 Genre: Fighting Games Visuals are important High level of design in venues Each character has unique moves Fast paced action requires smooth animation

45 Genre: Fighting Games Standard moves should be easy to master e.g. punches, kicks and blocks Special moves, combos and finishing moves harder to master Difficulty level important to get right Victory always just within reach Mastering complex moves key to progress Video of Mortal Combat finishing moves

46 Genre: Casual Games No in-depth game play Played for short period Simple rules and simple interface Popcap games

47 Genre: God Games Players need to be involved in compelling activities without being over directed Include diverse range of tasks and flexible building blocks Careful design of interface required to balance functionality and range of activities

48 Genre: God Games Interface should allow players to easily navigate game world Core of games is a complex set of rules that determines game play Provide instant feedback on player activities. Vary speed of game play

49 Genre: God Games Complex AI A creature's mind is made up of desires, beliefs and actions: Your creature has beliefs and desires. Hunger is one desire. He might believe that he should eat when hungry, should eat villagers, should not eat children. These beliefs add up into a possible action — in this case, the action is eating an adult. There are several actions possible at a time — eating a child, eating an adult, eating a fish. Your creature chooses which action, based on which has the strongest "should." Then it performs the action — in this case, eating the adult. Black and white 2 game AI

50 Genre: Educational Games Objective to teach player a specific skill or learning outcome Design game to meet this objective Have clear goals for the player Ensure adherence to key curriculum in game content design Design game for player capabilities e.g. age and skills

51 Genre: Educational Games Designing for children should have a high level of interactivity and instant feedback Interface and control should be simple to account for motor skills Engage emotions and include rewards Wrap content into goal-oriented behavior Ensure content that is appropriate for age

52 Genre: Serious Games Serious games share characteristics of standard games End objective is not entertainment “America's Army, the Official US Army Game (AA), provides young Americans with a virtual web-based environment in which they can explore Army career...”

53 Genre: Serious Games Realism more important than entertainment Accurate and precise real world events critical e.g. emergency response training Usually corporate based, hardware not state of the art Users may not be game players

54 Genre: Serious Games Interface design/game play must be accessible to the target audience http://www.totemlearning.com/

55 Genre: Serious Games Stay focused on the game objectives Avoid over complication Realism paramount Be aware of deliverables and costs Tracking and assessing user progress important Ensure learning outcomes met Player must see benefits of experience

56 Genre: Online Games Most games now include an online element Business model and income generation Monthly billing/in-game ads World of Warcraft monthly billing

57 Genre: Online Games Ensure game play is consistent Stop cheating Breaking game rules has negative effects Ruins immersion Ruins consistency Not fair PunkBuster Anti-Cheat softwareAnti-Cheat software

58 Genre: Online Games Game lag a huge problem Effects game play Game design should allow drop in/outs Facilitate updates

59 Multimedia Games Development COM429 Week 7 Game design issues (Genres)


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