C HAPTER 9 GAMEPLAY Nate Cutler. M AKING GAMES FUN Designer’s primary goal is to entertain, through gameplay Without gameplay entertainment can be fun.

Slides:



Advertisements
Similar presentations
How To Make A Good Photo Story. Basics of Photo Story Photo story helps you create exiting stories using pictures. You can add effects such as panning,
Advertisements

Mental Toughness Lesson Six: Mental Toughness Aim:
Gameplay: Consists of the challenges and actions that a game offers. Challenges for the player to overcome and actions that let her overcome them.
Digital Game-Based Learning Why and How it Works.
Why Use Test Driven Development (TDD)?.  Why the need to change to TDD.  Talk about what TDD is.  Talk about the expectations of TDD.
Through the eyes of a child
Game Idea : Rogue-Like. Basic Idea A rogue-like game is one that is characterized by procedural level generation, tile-based graphics, and permanent death.
Game Play SE 3GB3 – Game Design Grant Custard Reference: Fundamentals of Game Design, Chapter 9 Gameplay 2 x 50 min periods 1.
Use your Right Brain By: Afroz Hussain. Which Brain You Are? Right Brain People will enjoy this presentation – Because they are quick believer Animation.
Shadow of the Colossus Sony Computer Entertainment Team Ico.
CSE1GDT from Ideas to Designs Paul Taylor April 14, hp?file=daikatana_bitch_ jpg.
Game Design Serious Games Miikka Junnila.
A Game Evaluation. Creator:Turn 10 Studios Genre:Racing Simulator Price:$60 Hardware Required:Microsoft Xbox 360 Network access for multiplayer Steering.
CIS-487 Fall 2011 Game Review James Montante  Company: Midway  Type of Game: 3 rd Person Shooter  Price: Around $10.00  Required Hardware: PS2.
Valve’s Design Process for Creating Half-Life 2  Presented by David Speyrer and Brian Jacobson.
Advance wars Reveiw By Joshua Oziemski. Basic Information Title: Advance wars Developed by Intelligent Systems Published by Nintendo Genre: Turn based.
XNA GAME STUDIO 4.0 LEARN PROGRAMMING NOW Game Design.
thinking hats Six of Prepared by Eman A. Al Abdullah ©
Presentation Outline - Concept Concept Initial Work –Game Design –Initial Prototype Latest Work –Game Refinements –Media Future Plans –Schedule –Final.
Aquaphobia Aaron Crutchfield. Why I Made This Game.
Warm-up Problem 2 Write three positive integers in a line. In the space just below and between each pair of adjacent integers, write their difference.
*** Remember – this material is based on 7 Habits.
Copyright ©: SAMSUNG & Samsung Hope for Youth. All rights reserved Tutorials Screens: Presentation skills Suitable for: Improver Advanced.
E-LEARNING GUIDELINES. Primary components of e-learning 1. Learner motivation 2. Learner interface 3. Content structure 4. Navigation 5. Interactivity.
9/17/20151 Game Look and Feel CIS 487/587 Bruce R. Maxim UM-Dearborn.
Fundamentals of Game Design
Unit 1 – Improving Productivity Instructions ~ 100 words per box.
Muhammet Arda KILIÇ. Level Design Introduction Levels inDifferent Games Components of Level Elements of Good Level The Process Who Does Level Design?
COMP 208/214/215/216 Lecture 3 Planning. Planning is the key to a successful project It is doubly important when multiple people are involved Plans are.
Mafia Dmitriy Ansolis CIS487 9/27/09. Introduction Title: Mafia Publisher: Gathering of Developers (aka God Games) Developer: Illusion Softworks Release.
The Difficulties of Difficulties CSE1GDT Paul Taylor 2009.
Erik Morales per: 1. What is this section about? This section is about suicide. Suicide is something you can prevent. You decide if you want it or not,
WEB DESIGN AND PROGRAMMING Get a job. WEB DESIGN AND PROGRAMMING What do employers look for? In your resume – Clean layout, use clear headers and subheads.
Bishop Loveday CE Primary School Help your child with reading Year Five.
Your group is going to help teach young children in a primary school for three hours on a Saturday morning. You are planning what to do. Set 1.1 (2002)
Or, Where The Fun Comes From. What Is Gameplay?  Defined as consisting of the challenges and actions that a game offers  Challenges for the player to.
How to Overcome the Temptations of Successful Organizations When “GOOD” Isn’t Enough 6.
CSE1GDT from Ideas to Designs Paul Taylor April 14, hp?file=daikatana_bitch_ jpg.
“Creating Your Universe” Lesson 9.14 Created By: Pam Gunter.
Family Game Night! High School (11 th /12 th grade) Statistics Task: Create a new board game which incorporates a respectable amount of measurable probability.
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.
 The slide presentation can be presented in about 3 minutes  Pass out the Graphic Organizer handout after the presentation  Students will fill out.
Video Games and the Human Condition September 27, 2010.
Fins of Fury Paper Prototype. Users Subject 1: Angelus, 26 years old, full time SIAT student, moderate gamer Subject 2: Betty, 20 years old, full time.
Learning Objectives To demonstrate empathy – understanding of the needs of the group of people or charity being supported. To apply creative approaches.
 A plan of attack for your games content  Or (more specifically)  A detailed description of all games mechanics, objects, characters, stats, ect… that.
From Successful Strategies to Strategies that are DOOMED TO FAIL.
Coping Skills.
Visions and Ventures. You can:  be your own boss.  do the kind of work you enjoy.  set your own working hours.  set up your office or workshop the.
CSE4AT3 Design Balancing Continued……………………………… …………………………………………..
Where we are now At this point you’ve got your game concept/idea and you need to turn this into a working document (specification) You will know the environment.
Design Lecture 4 CSE4AT3 Refining The Player Experience.
Visioning and Objectives. Forest Or Trees What did you see first?
MOSES YEO.  We talked about aspects of a good videogame  One element we talked about was how to get someone addicted to the game.
Pedal Plane flight game Applied Widgetronics, Inc Robert Kooima, Joe Love.
Howdy, Mr. President Chapter 3: Building Leadership.
Motivates, interests and engages. Teaches problem solving skills. Allows for creativity and imagination. Demonstrates project design. Encourages teamwork.
CSE1GDT Exam Revision Paul Taylor The Exam – What to bring Programmable or non-programmable calculator Unmarked, non-electronic English dictionary.
GENERATE IDEAS FOR A GAME CONCEPT GENRE By Mark Jones.
What’s in a Game? Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars.
Social Development Toddler and Preschool Years. Social Development: Toddlers Gradually learn how to get along with others –First with their family members.
Taking a bite out of the Apple What’s it for?
Game Design Introduction.
5 Foolproof Ways to Stop Procrastinating with Adult ADD
Stage One Developing Players Coach Education
GAME:IT Designing Good Games.
Helping our children to achieve in maths
Look and Feel Guidelines for Casual Games
COMP 208/214/215/216 Lecture 3 Planning.
Presentation transcript:

C HAPTER 9 GAMEPLAY Nate Cutler

M AKING GAMES FUN Designer’s primary goal is to entertain, through gameplay Without gameplay entertainment can be fun but not a game Entertainment has many avenues besides fun So how do we provide fun?

E XECUTION MATTERS MORE THAN INNOVATION What makes a game boring or frustrating most of the time is not a bad idea but bad execution A lot of a designer’s job is just avoiding the things that reduce fun: Avoiding Elementary Errors: Bad programming, music, art, UI, game design (glitches)

Tuning and Polishing: paying attention to detail Imaginative Variations of the game’s premise: take the basics and construct an enjoyable experience 34:30 True design Innovation: original idea and subsequent creative decisions Once a game is fun the smallest change could take it away and you can’t get it back

F INDING T HE FUN FACTOR There is no formula to create fun games but there are principles: Gameplay Comes First: before graphics or story a game has to be made to give the player fun things to do Get a feature right or leave it out: Better to ship with a missing feature rather than a broken one. Broken implies incompetence and destroys fun. Big Rigs Design around the player: You must examine every decision from the player’s view Know your target audience: Easier to provide for a niche market when you know what they want than a broad one.

F INDING T HE FUN FACTOR C ONT. Abstract or Automate parts of the simulation that aren’t fun: Some players don’t want to change the tires on their car, some do, provide 2 modes

T HE HIERARCHY OF CHALLENGES In all but the smallest games the player faces multiple challenges Completing the mission requires completing the sub mission At the lowest level they want to defeat the immediate challenge Ex: Beat this enemy to get the key that unlocks the chest to get the equipment that lets you get to the boss The lowest level is known as atomic challenges

I NFORMING THE P LAYER ABOUT CHALLENGES Normally the player is informed of challenges called explicit challenges Others are left to discover themselves, called implicit challenges Most of the time the players knows the topmost and bottommost levels of the hierarchy The overall goal of the game or level, and how to meet the atomic challenges Most of the time this is done through tutorial levels You can add more challenges in between (plot twists) but don’t do it too many times or you could piss off your player

I NTERMEDIATE C HALLENGES Most of the time these are explicit, if you tell them what to do all the time it doesn’t feel like a game For most games these challenges are only to meet all the lower level ones If all enemies are beaten and all obstacles passed the level is finished Reward Victory no matter how the player does it, if there are multiple ways of beating something don’t only test the ones you’ve thought of

S IMULTANEOUS A TOMIC CHALLENGES Instead of only worrying about the challenge you’re on in the hierarchy you can face the player with multiple challenges at the same time These divide attention, doesn’t really work in a turn based game but for bullet death game it creates stress

S KILL STRESS AND ABSOLUTE DIFFICULTY You want to control the absolute difficulty of challenges which is determined by intrinsic skill and stress

I NTRINSIC SKILL The level of skill required to beat a challenge if you give the player an unlimited amount of time You can figure this out by taking out time and seeing how long it takes An archer aiming at a target Sudoku puzzles Trivia game Some games require 0 intrinsic skill and are pure reflex Whack-A-mole

S TRESS Measures how a player perceives the effect of time pressure Shorter the time, greater the stress If you were given infinite time to place the next tetris piece it wouldn’t be very difficult There is no realistic time limit on golf but it’s very difficult

A BSOLUTE DIFFICULTY Refers to intrinsic skill and stress together When you’re deciding on difficulty think about both Teenagers and young adults handle stress better than children or adults because of better vision and motor skills If a challenge requires more skill give them more time, less skill, less time.