IMGD 1001: Fun and Games by Mark Claypool Robert W. Lindeman

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Presentation transcript:

IMGD 1001: Fun and Games by Mark Claypool Robert W. Lindeman

Claypool and Lindeman, WPI, CS and IMGD2 Outline  What is a Game?  Genres  What Makes a Good Game?

Claypool and Lindeman, WPI, CS and IMGD3 What is a Game? (1 of 3)  Movie? No interaction, outcome fixed  Toy? No goal, but still fun! Players can develop own goals  Puzzle? strategy and outcome is the same each time "A computer game is a software program in which one or more players make decisions through the control of game objects and resources, in pursuit of a goal." Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD4 What is a Game (2 of 3)  A Computer Game is a Software Program Not a board game or sports Consider: chess vs. soccer vs. Warcraft  Ask: What do you lose? What do you gain? Lose: 1) physical pieces, 2) social interaction Gain: 1) real-time, 2) more immersive, 3) more complexity  A Computer Game involves Players Think about your audience; the game is not for you but for them. Don’t just think about your story or the graphics or the interface, but consider the players. Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD5 What is a Game (3 of 3)  Playing a Game is About Making Decisions Ex: what weapon to use, what resource to build Can be frustrating if decision does not matter Want good gameplay (major topic later)  Playing a Game is About Control Player wants to impact outcome Uncontrolled sequences can still happen, but should be sparing and make logical  A Game Needs a Goal Ex: Defeat Ganandorf in Zelda Long games may have sub-goals Ex: recover Triforce first, then Sword of Power Without game goals, a player develops his/her own (a toy) Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD6 What a Game is Not (1 of 2)  A bunch of cool features Necessary, but not sufficient May even detract, if not careful, by concentrating on features, not game  A lot of fancy graphics Games need graphics just as hit movie needs special effects, but neither will save weak idea Game must work without fancy graphics Suggestion: Should be fun with simple objects "When a designer is asked how his game is going to make a difference, I hope he … talks about gameplay, fun and creativity – as opposed to an answer that simply focuses on how good it looks." – Sid Meier (Civilizations, Railroad Tycoon, Pirates) Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD7 What a Game is Not (2 of 2)  A series of puzzles Most games have them, but they are not the game  An intriguing story Good story encourages immersion, but will mean little without good gameplay Example: Baldur's Gate is a linear story. Going wrong way gets you killed. Not interactive: interaction in world all leads to same end. Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD8 Games are Not Everything  Most important Is it fun, compelling, engaging?  Computers are good at interactivity Allow for interactive fun  Examples: SimCity  Very compelling, but mostly no goals.  More of toy than a game, but still fun. Grim Fandango  Good visuals, story, etc., but need to do puzzles to proceed  Could have skipped to just watch story  Would still have been fun without the gameplay. Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD9 Outline  What is a Game?  Genres(next)  What Makes a Good Game?

Claypool and Lindeman, WPI, CS and IMGD10 Group Game: Game Types  Break into groups based on month of birth (combine so at least 2 in each group)  Spread out so can talk without others hearing  Brainstorm all game genres you can think of Provide an example of each!  Round-robin by group, say one genre on list What other group has this? Show hands If no-one else has it, you get a point! Everyone, decide distinguishing features  Team with most genres not on anyone else’s list, wins!

Claypool and Lindeman, WPI, CS and IMGD11 Game Types  What are some types of games?  What separates them from others?

Claypool and Lindeman, WPI, CS and IMGD12 Arcade Games  Reaction and speed are the most important aspects of the game Examples: scrolling shooters, maze games like Pacman, paddle games like Breakout, Pong  Relatively easy to make  Normally 2D graphics  Good starting point for first game Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD13 Puzzle Games  Clever thinking is the most important aspect Many maze games are based on puzzle solving, rather than on reaction time  Other examples include board games and sliding puzzles  Normally 2-dimensional  Relatively easy to create Except when played against a computer opponent Artificial Intelligence can be harder  Ex: How to program the computer to play chess? Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD14 Role Playing Games  Steer a character through a difficult world Examples are Diablo and Baldur's Gate  Development of character to learn new skills, becoming more powerful, and finding additional and better weapons  Opponents become more powerful as well  Can create 2D or 3D  Generally harder to make because must create the mechanism of character development  Also normally need large world  Good level design is crucial Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD15 Strategy Games  Real-time (RTS) or turn-based  Player only indirectly controls the character Tactics less important than Strategy  Examples include Age of Empires, Warcraft III… Also, usually "God Games", such as Black & White  Generally take a lot of time to create Require many different game objects, each with animated images and specific behavior Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD16 Adventure Games  Game is about adventure and exploration Story line is often crucial  Can be 2D or 3D  Actions easy (just move)  Difficulty is in making exploration/adventure interesting Interesting, funny, and surprising story line Corresponding artwork  Artists’ role is crucial Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD17 First-Person Shooters  3D version of many arcade-style games (move and shoot)  Emphasis is on fast-paced action and reaction speed, not on cleverness and puzzle solving  Many examples: Doom, Quake, …  Need to be 3D  Relatively difficult to create because of models Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD18 Third-Person Action/Platformer  Player directly controls a game character (avatar) through a hostile world Tomb Raider, Prince of Persia, Onimusha  Often, not much emphasis on character development  Fast action and discovering the game world  Some have story line, other adventure game aspects  Can be 2D or 3D  Can sometimes be created easily Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD19 Sports Games  Real-life sport, made virtual  Ideas, rules in place  Making realistic, challenging, fun like sport can be difficult Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD20 Racing Games  Really, special type of sports game But pervasive enough to get own category  Drive a vehicle, as fast as possible, or sometimes for exploration, or combat  Either realistic... Formula 1 or Grand Tourismo ...or focused on fun (arcade) Midtown Madness or Ridge Racer  Both 2D or 3D Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD21 Simulators  Try for realistic representation Ex: flight simulators, Trainz  Other simulations include world simulation Ex: SimCity or SimEarth  Relatively difficult to create since getting details right a challenge Based on notes from Mark Overmars

Claypool and Lindeman, WPI, CS and IMGD22 Party Games  Variety of types Ex: Mario Party, DDR, Karaoke, Guitar Hero  Social aspects important with participants in the same space  Allow for rapid change of turns  Allow for disparate abilities (beginners and experts, both have fun)

Claypool and Lindeman, WPI, CS and IMGD23 Educational Games  Entertainment games are great at teaching…how to play the game!  Educational games are designed to teach player knowledge or skill that is valuable outside the game Ex: math, reading, problem solving

Claypool and Lindeman, WPI, CS and IMGD24 What Games are Played?  Console gamers: Action (30%) Sports (20%) Racing (15%) RPG (10%) Fighting (5%) Family Ent. (5%) Shooters (5%) The Entertainment Software Association (ESA)  PC gamers: Strategy (30%) Children's Ent. (15%) Shooters (15%) Family Ent. (10%) RPG (10%) Sports (5%) Racing (5%) Adventure (5%) Simulation (5%)

Claypool and Lindeman, WPI, CS and IMGD25 What about Online Games?  Grew from 38 million (1999) to 68 million (2003)  Not just for PC gamers anymore  24% of revenues will come from online by 2010 (Forrester Research)  Video gamers (2004) 78% have access to the Internet 44% play games online Spend 12.8 hours online per week Spend 6.5 hours playing games online

Claypool and Lindeman, WPI, CS and IMGD26 Outline  What is a Game?  Genres  What Makes a Good Game?(next)

Claypool and Lindeman, WPI, CS and IMGD27 What Makes a Good Game?  "A great game is a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal." - Sid Meier  "Natural Funativity" Survival-skill training Need to have player develop a set of skills with increasing levels of difficulty Putting them to the test = mission, quest, level, etc. Prize at the end (or in the middle) Chapter 2.1, Introduction to Game Development

Claypool and Lindeman, WPI, CS and IMGD28 Structure of Games  Movies have linear structure No choice by viewer  Games must provide "interesting and meaningful choices" Otherwise, user is not in control  Random death is frustrating! Chapter 2.1, Introduction to Game Development

Claypool and Lindeman, WPI, CS and IMGD29 Convexity of Game Play  Need to provide choices Chapter 2.1, Introduction to Game Development

Claypool and Lindeman, WPI, CS and IMGD30 Flow  Getting the balance right is the key to success Chapter 2.1, Introduction to Game Development M. Csikszentmihalyi, "Flow, The Psychology of Optimal Experience"

Claypool and Lindeman, WPI, CS and IMGD31 Convexity + Flow  Utilizing both can lead to a great game Chapter 2.1, Introduction to Game Development

Claypool and Lindeman, WPI, CS and IMGD32 Other Thoughts  Theatre: Show, Don't Tell  Games Do, Don't Show  Hal Barwood on Cut Scenes Cut, edit, and cut some more until the writing is just as brief and concise as possible. At that point, the scene is probably about twice as long as it should be.

Claypool and Lindeman, WPI, CS and IMGD33 So, You Want to be a Game Designer?  Break into groups by favorite genre  Decide on a game idea  How will you: Define goal(s) Provide choices Create and maintain player interest