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Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts.

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Presentation on theme: "Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts."— Presentation transcript:

1 Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 3: Game Concepts

2 Chapter 3 Game Concepts2 © 2009 by Pearson Education, Inc. Objectives Take a game idea and add the necessary material to make it into a design concept Define the player’s role or roles in the game Know the different genres of games and think about which one your game may belong to

3 Chapter 3 Game Concepts3 © 2009 by Pearson Education, Inc. Objectives (Cont.) Know how to choose a target audience and understand the special considerations associated with designing for specialized markets Plan the progress of your game Understand the differences among the kinds of game machines and how these differences affect the way people play on them

4 Chapter 3 Game Concepts4 © 2009 by Pearson Education, Inc. Getting an Idea You can find game ideas anywhere  Dreams of doing something or achieving a goal  From media such as books or movies  From other games When evaluating ideas, remember that the game must provide entertainment

5 Chapter 3 Game Concepts5 © 2009 by Pearson Education, Inc. From Idea to Game Concept  High concept statement  Player’s role in the game  Proposed primary gameplay mode  Genre  Target audience  Hardware  Licenses  Competition modes  General summary of progression  Short description of the game world  Key characters, if any A game concept is a description with enough detail to discuss it as a commercial product A game concept should include:

6 Chapter 3 Game Concepts6 © 2009 by Pearson Education, Inc. The Player’s Role Define the role  What is the player going to do?  Most important part of the game concept Make the definition clear and simple  Help the player understand the goals and rules  Help publisher, retailer, and customer decide to buy the game

7 Chapter 3 Game Concepts7 © 2009 by Pearson Education, Inc. Choosing a Genre A genre is a category of games characterized by a particular set of challenges, regardless of setting or game-world content Many players buy a particular genre because they like the type of challenges it offers

8 Chapter 3 Game Concepts8 © 2009 by Pearson Education, Inc. Classic Game Genres Action games—physical challenges Strategy games—strategic, tactical, and logistical challenges Role-playing games—tactical, logistical, exploration, and economic challenges Real-world simulations (sports games and vehicle simulations) —physical and tactical challenges

9 Chapter 3 Game Concepts9 © 2009 by Pearson Education, Inc. Classic Game Genres (Cont.) Construction and management games— economic and conceptual challenges Adventure games—exploration and puzzle- solving challenges Puzzle games—logic and conceptual challenges

10 Chapter 3 Game Concepts10 © 2009 by Pearson Education, Inc. Hybrid Games Games that cross genres Risky because it might alienate some of your target audience The most successful hybrid is the action- adventure  Mostly action  Include a story and puzzles that give them some of the quality of adventure games

11 Chapter 3 Game Concepts11 © 2009 by Pearson Education, Inc. Defining Your Target Audience Who will buy the game? The representative player is a member of your target audience

12 Chapter 3 Game Concepts12 © 2009 by Pearson Education, Inc. The Dangers of Binary Thinking Binary thinking—assumes that if group A likes a thing, everyone outside that group WON’T like it Interests overlap among groups Avoid exclusionary material

13 Chapter 3 Game Concepts13 © 2009 by Pearson Education, Inc. The Dangers of Binary Thinking (Cont.) Core versus casual—the most significant method of grouping players Other groups that exhibit trends in game- playing preferences:  Men and women  Children and adults  Boys and girls  Players with disabilities  Players of other cultures

14 Chapter 3 Game Concepts14 © 2009 by Pearson Education, Inc. Progression Considerations Players need to feel they are making progress when playing long games Progress can be implemented through  Levels  Story  Both

15 Chapter 3 Game Concepts15 © 2009 by Pearson Education, Inc. Types of Game Machines Home game consoles  Simpler, bolder graphics than a PC provides  Standard controller  Excellent for multiplayer local games  Slower computing and less storage space than a personal computer

16 Chapter 3 Game Concepts16 © 2009 by Pearson Education, Inc. Types of Game Machines (Cont.) Personal computer  Keyboard, mouse, joystick  Very high-resolution graphics  Intended for a single user  Internet connection is common  License or special equipment not needed for game development  No standard configuration

17 Chapter 3 Game Concepts17 © 2009 by Pearson Education, Inc. Types of Game Machines (Cont.) Handheld game machines  Very popular and inexpensive  Fewer control mechanisms  Small LCD screen  Less storage space than a PC or console

18 Chapter 3 Game Concepts18 © 2009 by Pearson Education, Inc. Types of Game Machines (Cont.) Mobile phones and wireless devices  Little memory or processing power  No standard specifications  Can provide portable networked play  License not required for game development (Apple’s iPhone is an exception)

19 Chapter 3 Game Concepts19 © 2009 by Pearson Education, Inc. Types of Game Machines (Cont.) Other devices  Personal digital assistants  Video gambling machines  Arcade machines

20 Chapter 3 Game Concepts20 © 2009 by Pearson Education, Inc. Summary You should now understand  Defining a game concept  Creating a high concept document  Defining the player’s role  Identifying game genres  Choosing the target audience  Selecting the game machine


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