CS 4730 Defining Formal Elements CS 4730 – Computer Game Design.

Slides:



Advertisements
Similar presentations
Identifying the Elements of A Plot Diagram
Advertisements

Summer Computing Workshop. Introduction to Variables Variables are used in every aspect of programming. They are used to store data the programmer needs.
Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
Understanding an Apps Architecture ASFA Computer Science: Principles Fall 2013.
Mobile learning with a mobile game Design and motivational effects.
Developmentally Appropriate Practice
Digital Game-Based Learning Why and How it Works.
Gallup Q12 Definitions Notes to Managers
Principles of Game Design From Chapter Two in Game Design by Bob Bates.
CS 4730 What is a game? CS 4730 – Computer Game Design.
Game Design The Art and Science Flint Dille Ground Zero Productions E. Daniel Arey VisionArey Entertainment
© 2010 Bennett, McRobb and Farmer1 Use Case Description Supplementary material to support Bennett, McRobb and Farmer: Object Oriented Systems Analysis.
User Interfaces By Mathieu Leduc. What is the User Interface(UI)? Knows about any input/output hardware Translates player actions into actions in the.
© 2010 IBM Corporation Intrinsic and Early Pointers to a Failing Project Sunando Chaudhuri.
Reminder: Choose Game for Design Analysis Project Games Chosen so far: –Super Mario –FIFA –Dark Souls –Super Mario –Borderlands 2 –Mass Effect 3 –Grand.
Game Design Serious Games Miikka Junnila.
Us vs. It. Tanks vs. Robot ● Cooperative “Boss Fight” ● Tank players must destroy the Robot before it reaches the city limits. ● Robot is controlled by.
The Game Development Process Documentation. The Role of Documentation The Concept Document The Design Document Based on Ch 18-19, Gameplay and Design,
Conversational Computers
CS 4730 What is a game? CS 4730 – Computer Game Design.
+ Structure of Games Chapter 2. + What are different types of games? Do all games share the same exact structure? GamesBoard GamesVideo Games Playground.
Formal Elements of Games Maribeth Gandy and Jeff Wilson Based of Ch 3 of Game Design Workshop by Tracy Fullerton.
What does the word conflict mean to you? Define it in your own words.
CS 4730 What is a game? CS 4730 – Computer Game Design.
Using product gamification to drive user engagement.
INTRODUCTION TO THE SCRATCH PROGRAMMING ENVIRONMENT.
DIGITAL GAME PROG I Large-Scale Design Process Part 2.
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
Games as Systems of Challenge, Competition and Conflict goal states and obstacles to reaching them.
Input Devices. What is Input?  Everything we tell the computer is Input.
10/5/20151 Game elements Game Design Vishnu Kotrajaras, PhD.
IN GAME DESIGN DIFFICULT EASY CHALLENGE SKILL FLOW.
CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D. Later parts are from Jesse Schell’s slides.
CSE1GDT from Ideas to Designs Paul Taylor April 14, hp?file=daikatana_bitch_ jpg.
Identifying the Elements of A Plot Diagram Student Notes.
Game Maker – Getting Started What is Game Maker?.
Social Structure.
Coaching Pack 9 – 11 Years. What Am I Coaching Today? What Might the Players Learn or Get Better at? TechnicalPsychological example PhysicalSocial example.
Game Design Concept Pertemuan 5 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Designing a Game Conceptualization. Conceptualization Where do ideas come from? Great ideas come from everywhere. Great ideas come from everywhere. They.
Identifying the Elements of A Plot Diagram Student Notes.
CSE4AT3 Design Balancing Continued……………………………… …………………………………………..
Game Development Essentials An Introduction (2 nd Edition)
Next Back MAP MAP F-1 Management Information Systems for the Information Age Second Canadian Edition Copyright 2004 The McGraw-Hill Companies, Inc. All.
Drama: The 5 Elements of Plot Behavior: Students will discover the concepts behind the 5 essential elements of plot structure. NJCCCS C.1 Conditions:
 Write down all the different ways you can think of in which someone with a disability can use a computer.  (Try to think of things other than a keyboard.
Building a Short Story Love, Ms. Coleman. Assignment: Over the next few weeks, you are going to be writing a short story for the character you created.
Game Development Essentials An Introduction
Common Terms in Game Design From: “Challenges for Game Designers” by Brenda Brathwaite and Ian Schreiber Course Technology,
Stencyl Visual Programming Dr. Gary Liu. Sections: 1: Game Development Concepts 2: Stencyl and Game Mechanics 3: Stencyl Story and Aesthetics 4: stencyl.
GameplayStyle. Visual Style Visual What you see on the screen? Style What does it look like? What you do? Interaction Why you do it? Game Mechanics (win.
Martin Norris Computing Teacher/Leader at Moldgreen Community Primary School, Huddersfield
Introduction to the Short Story
Games Design: Game Concepts
What’s your story? How did you arrive in this career?
Gamification Dynamics, Mechanics and Instructional Design Elements Regina Nelson February 2017 A common language for an instructional design discussion.
Lesson 1: Buttons and Events – 12/18
Introduction to Events
Learning to program with Logo
Introduction to Computer Basics Part 2
Identifying the Elements of A Plot Diagram
Defining a Game.
Gamification for Educators
Plot (definition) Plot is the organized pattern or sequence of events that make up a story. Plot is the literary element that describes the structure.
Elements of a Story.
Elements of a Story The Plot Basics.
Conflict Robin Burke GAM 224 Fall 2005.
Presentation transcript:

CS 4730 Defining Formal Elements CS 4730 – Computer Game Design

CS 4730 Ludic Structure of Games Players – voluntary participation Objectives - goals Procedures – actions of play, limited by rules Rules – define game parameters Resources – valuable objects defined by rules Conflict – hindrances to objective Boundaries – setting apart the game world Outcome – uncertainty toward ultimate goal 2

CS 4730 Narrative/Engagement in Games Challenge – tension to resolve a problem Play – “free movement within a structure” Premise – context Character – vessel for participation and interest Story – narrative within a context Dramatic Elements – climax of game element 3

CS 4730 A New Challenger Arrives! Goals – Objectives, Resources, Outcome Rules – Procedures, Rules, Conflict, Boundaries Feedback – Communicating items above Players – Player Modes and Interactions 4

CS 4730 Players Determine what is your player interaction pattern (1 vs. game, pvp, team competition…) Determine what are your player modes –A player mode is a way in which the player interacts with the game –Example: Final Fantasy Overworld, Battle, Status/Inventory Each behaves differently and has a different purpose –Some simpler games might only have 1 mode 5

CS 4730 Objectives Anything the player is striving for Could be: –Primary: main objective of game, “dream” –Secondary: achievements, high score, etc. –Player-driven: your own self-created goal Name some objectives in games 6

CS 4730 Objective Categories Capture: take or destroy something Race: well… race against something Alignment: perfect positioning Rescue/Escape: get out of dungeon Forbidden Act: get someone else to break rules Construction: build something Exploration: uncover all hidden things And so many more! 7

CS 4730 Procedures and Rules Procedures are the actions that players can take to achieve their objectives Rules define the game objects and set limits on the player procedures A lot more to discuss here – we’ll come back to it 8

CS 4730 Resources Resources are the elements of the game that hold some value and also by definition have some notion of scarcity Resources can be just about anything: –Lives / Health –Time –Currency –Ammo Resources define the “interesting bits” 9

CS 4730 Conflict Conflict is not only defined as PvP It can also be player vs. game and obstacles put up to keep player from the goal The role of the difficulty in the notion of conflict is a tough balancing act Hard enough to promote player interest and play, but easy enough that the goal is eventually reachable (usually) 10

CS 4730 Boundaries Boundaries can be defined by rules, but also by the nature in which the game is being played Consider Johann Sebastian Joust bK0 11

CS 4730 Outcome There must be a “finish” of some kind –(Yes, some games don’t finish, but consider player- created outcomes) Some games are zero-sum, some are not We will discuss this a lot more later on 12

CS 4730 Formal Elements Framework These elements provide a framework in which you can begin to formalize your game They are not an end-all, be-all list, but certainly should make you consider things that are important to the game We would expect to be able to pull these out of your design documents in some fashion 13

CS 4730 So… how do we put these together? Players is somewhat straightforward So should (theoretically) your primary objectives –Secondary objectives can be added later (such as achievements or side quests) Outcomes are mostly easy to see early on For the most part, so are boundaries 14

CS 4730 Procedures, Rules, and Resources Here’s where the meat of your design comes in What actions are allowed in your world? How with the game world respond to those actions? How will you limit/enhance/modify player actions in the game? What will your player interact with? What “things” in the world are important? Note that not all of these are avatar based! 15

CS 4730 Procedures At their most basic, procedures map to the input device you are using You will fall into one of a few categories –Gamepad: a controller input device with a specified set of directional and interactive command buttons –Mouse: a pointer interface that can interact with click, hover, drag, and drop –Keyboard: like a gamepad, but with far more discrete command button options –Combination: such as Mouse/Keyboard 16

CS 4730 Input Devices There are, of course, many others! –Kinect –Touch screen –Accelerometer/Gyroscope –Head tracking –Foot pad / pedals –Many, many failed 3 rd party accessories, like the U- Force We will (most likely) be in the other categories 17

CS 4730 Procedures, Rules, and Resources For your game in this class: –Try to limit the procedure, rules, and resources at first –Once you get the feel for how your basic procedures, rules, and resources interact, adjust one of these in a later level (“riff on a mechanic”) –Introduce the player to the world; draw them into the “magic circle,” don’t overwhelm them 18