CS 4730 What is a game? CS 4730 – Computer Game Design.

Slides:



Advertisements
Similar presentations
Story Elements.
Advertisements

Narrative Writing Review
Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
WHAT IS A SHORT STORY?.
CS 4730 Defining Formal Elements CS 4730 – Computer Game Design.
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
Chapter Mats Wouters. One Kind of Experience is the Story.
Teaching the Productive Skills. Speaking is the skill by which learners are most frequently judged and through which they make and lose friends. It is.
The Narrative Essay A story or account of events, experiences, or the like, whether true or fictitious.
Game Design Serious Games Miikka Junnila.
Introduction.  Who’s in the class?  Class structure  Introduction to content  Team and concept brainstorming.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 7: Storytelling and Narrative.
The Game Development Process Documentation. The Role of Documentation The Concept Document The Design Document Based on Ch 18-19, Gameplay and Design,
Game Title Make sure your title is brief, descriptive, and “snappy.” Try to come up with something that will attract players to your game.
Interactive Media and Game Development 1 Thoughts on Critical Game Studies David Finkel Computer Science Department Interactive Media and Game Development.
CS 4730 What is a game? CS 4730 – Computer Game Design.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
Patterns for Developing Ideas in Writing
+ Structure of Games Chapter 2. + What are different types of games? Do all games share the same exact structure? GamesBoard GamesVideo Games Playground.
XNA GAME STUDIO 4.0 LEARN PROGRAMMING NOW Game Design.
Game Genre. Classification of Games How do Games work?
Narrative, Interactivity, Play, and Games: Four Naughty concepts in Need of Discipline IAT 810 Veronica Zammitto.
Video Games and Dialogue By Saim Zahid. Natural Language vs. Scripted Conversations.  Natural language refers to ordinary language as spoken or written.
02-DEVELOPING IDEAS 游戏 “ 创意 ” 形成与文档 潘茂林, 中山大学 · 软件学院 Ref cornellcornell.
Elements of a Short Story
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.
Develop a Scene. Writing a story is similar to telling a story.
Patterns in game design
FCN = Functionality, completeness, Balance. Refinement You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller.
Part 1! (Up to Granularity) Brendan Sim.   Stories can add significantly to the entertainment that a game offers.  League of Legends: The Journal of.
Novels/Short Stories.
English 9.  Two types:  Realistic Fiction (#2) – Fiction that could take place in real life  Fantastic Fiction (#3) – Fiction that is unrealistic.
CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Building Rapport with Involuntary or Skeptical Clients.
Conflict Essential part of fiction (without it, you don’t have a story) Essential part of fiction (without it, you don’t have a story) usually represents.
Game Design Theory Pertemuan 3 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Introduction Name the author and the book’s title. In general terms, briefly describe the book’s themes and other critical elements. Suggest what you.
Theatre I.  The Greeks developed the written body of work, including the epic, a long narrative poem that told stories of heroes and their travels. 
Elements of Short Stories. Setting  The time and location in which a story takes place.  For some stories the setting is very important, while for others.
THE 20 RULES FOR MAKING GOOD DESIGN.  Rules can be broken-but never ignored  Rules exist as guidelines, based on accumulation of experience  Breaking.
KEYS Scott Gajewski ART 389A Spring Contents Premise Getting Started -Players -Set-up -Materials Rules -Basics -Points System -Multiple Players.
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.
A little something to warm up. Using 2 cards, take any number of elements from each card and use these to create a new object or idea. Make it better.
Learning objective: To understand the common features of Gothic Literature. Learning Outcomes: ALL: Will be able to identify the common plot elements.
1 Behaving Positively. 2 Motivation How do you react when someone wants you to do something you are not sure is right? Today, you’ll learn skills that.
Final Exam Term Review. Term Review – First Set (1-9) Rhythm Rhyme Hyperbole Enjambment Metaphor Simile Repetition Personification Tone.
GENERATE IDEAS FOR A GAME CONCEPT GENRE By Mark Jones.
Storytelling Sharing your personal experiences The Rules True About you.
GAME DESIGN Elements of Engagement. Objectives Know the relationship between immersion and engagement Detail the elements needed to create audience –
Game Design Kuliah-3 1. Game Design Game design is the process of: Imagining a game Defining the way it works Describing the elements that make up the.
Creating a Game Concept Part 4. Game Concept  Creating a game concept or conceptualizing you game means giving a concrete shape to your ideas for the.
Final Seminar: Popular Culture HU 300: Arts and Humanities.
ELEMENTS OF FICTION NOTES. Setting: The time and place in which the action takes place. It often sets the mood for the story.
Story composition Pt. 2 Game Design.
Literature Circles Ideas for sharing tools. Sharing Tools A tool should usually take 20 minutes or less to create It needs to actively involve all group.
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.
A review is a short description or summary of a book, movie, play, article, etc. Most academic reviews should be written in formal style.
Dramatic Elements Activities
Elements of Short Stories
Elements of a Short Story
Conflict Essential part of fiction (without it, you don’t have a story) usually represents some obstacle to the main character’s goals.
CIS 487/587 Bruce R. Maxim UM-Dearborn
Defining a Game.
Does every conflict have a winner?
Elements of a Short Story
Written expectations All written portions should be in PIE paragraphs!
Elements of Literature
Presentation transcript:

CS 4730 What is a game? CS 4730 – Computer Game Design

CS 4730 What makes a game “a game”? Thoughts? 2

CS 4730 All games have… Goals Rules Feedback Voluntary participation (aka “players”) “Playing a game is the voluntary attempt to overcome unnecessary obstacles.” 3

CS 4730 “I play it for the story” What drives you to play a certain game? Do you play a game solely for the story/lore? Or do you play the game for the mechanics/playstyle? 4

CS 4730 “I play it for the story” Are games a vehicle for telling a story? Or are games about how we empower the player to do things they don’t normally get to do? Is it the author’s voice we care about, or is it the gamers? 5

CS 4730 “I play it for the story” Name a game where the author’s voice is paramount – over that of the player’s. Name a game where the player’s voice is paramount – over that of the author’s. What characteristics do the two types of games have? 6

CS 4730 Beware the Extremes Either extreme is dangerous. Pure story often has poor mechanics, or is simply watching a movie. Why watch a movie holding a controller? Pure mechanics often leads to lack of player motivation and interest. Why use your agency in a world you don’t care about? 7

CS 4730 The World of Balance Games as wish-fulfillment –I want to ________ The Adams Approach –What dream are you satisfying? –What goals does this dream create? –What actions achieve those goals? –What setting does this dream create? –What is the appropriate interface? Use this to define your gameplay in your world 8

CS 4730 Start Dreaming It’s not too early to start thinking about your game! We will be building with MonoGame Think about the scale of a really good Flash game, not Halo 4 Think about building your game around a single idea/mechanic and then riffing on that Example: light/dark, gravity flip, color matching 9

CS 4730 A Critical Eye How can you begin to design games if you don’t know what’s out there? What’s possible? You have probably played some games at some point, but most of us play games in a particular category or style. This is your invitation to branch out. More info can be found on the Quests page and on your Gamer Card. 10

CS 4730 The Written Word Once you’ve played a few games, you’re ready to start dreaming. Do some random drawings Brainstorm Write a short paragraph describing something Pick an existing mechanic and modify it The best ideas come from some weird places! 11

CS 4730 Speaking of Weird… 12

CS 4730 Speaking of Weird… 13

CS 4730 Speaking of Weird… 14

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 15

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 16

CS 4730 Greater than the Sum Games are all of these things, but are also greater than the sum of these parts. We also have to look beyond these definitions to see where innovation is happening in gaming today. 17

CS 4730 A New Challenger Arrives! Goals Rules Feedback Players 18

CS 4730 A New Challenger Arrives! Goals – Objectives, Resources, Outcome Rules – Procedures, Rules, Conflict, Boundaries Feedback – Communicating items above Players – Player Modes and Interactions 19