Presentation is loading. Please wait.

Presentation is loading. Please wait.

L L Line CSE 420 Computer Games Lecture #1 Games and Video Games.

Similar presentations


Presentation on theme: "L L Line CSE 420 Computer Games Lecture #1 Games and Video Games."— Presentation transcript:

1 L L Line CSE 420 Computer Games Lecture #1 Games and Video Games

2 Objectives Know the essential elements of a game—rules, goals, play, and pretending—and what they do in the context of playing games Know the formal definition of a game Understand the nature of challenges and actions, as well as the formal definition of gameplay Lecture #1 Games and Video Games

3 Objectives (Cont.) Become familiar with the concepts of symmetry and asymmetry, fairness, and competition and cooperation Learn the various benefits that computers bring to games Become familiar with the ways in which video games entertain people Lecture #1 Games and Video Games

4 Objectives (Cont.) Understand the player-centric approach to game design Know how the core mechanics and the user interface work together to create gameplay Explain how gameplay modes and shell menus make up the structure of a game Recognize the three stages of game design and describe the design work in each stage Lecture #1 Games and Video Games

5 Objectives (Cont.) Know the kinds of jobs required on a design team
Know the kinds of documents that a game designer is likely to need and what they are for Know the qualities required of a good game designer Lecture #1 Games and Video Games

6 Objectives (Cont.) 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 Lecture #1 Games and Video Games

7 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 Lecture #1 Games and Video Games

8 What Is a Game? Toys do not have rules or goals Puzzles have goals
Games have rules and goals Toys and puzzles can be used to play games. Lecture #1 Games and Video Games

9 What Is a Game? (Cont.) A game must include Play activity
Pretended reality A nontrivial goal Rules Lecture #1 Games and Video Games

10 Essential Elements of a Game
Play Play requires participation Making different choices while playing the game a second time affects the results Pretending Creates an artificial reality known as the magic circle Artificial importance is assigned to events within the magic circle To leave the magic circle, stop playing the game Actions that can be made while playing are limited by the rules. Lecture #1 Games and Video Games

11 Essential Elements of a Game (Cont.)
Goal Every game must have a nontrivial goal or object The rules define the goal The game designer sets the rules, thus defining the object of the game The player must overcome one or more challenges to achieve the goal The goal is often a victory condition, but victory or defeat is not required in all games Lecture #1 Games and Video Games

12 Essential Elements of a Game (Cont.)
Rules Rules are definitions and instructions that players accept for the game Rules define the actions the players may select that will help them achieve the object of the game Game designers must make the rules understandable to the player Lecture #1 Games and Video Games

13 Things That a Game Is Not
A game does not have to include Competition Conflict Entertainment Fun These are qualities of some games, but not essential to the definition Serious games are not necessarily made for entertainment or fun Lecture #1 Games and Video Games

14 Gameplay The player must overcome a nontrivial challenge
Challenges require mental or physical effort A challenge can be composed of several smaller challenges Challenges can be required to reach the goal or optional to add game content Lecture #1 Games and Video Games

15 Gameplay (Cont.) The rules determine what actions are available to the player(s) Different actions may be Permitted by the rules, or Required by the rules, or Prohibited by the rules Video games permit only actions that are programmed into the game A video game will not respond to player actions that it has not been programmed to recognize. Lecture #1 Games and Video Games

16 Gameplay (Cont.) Gameplay therefore consists of:
The challenges that a player must face to arrive at the object of the game, and The actions that the player is permitted to take to address those challenges plus other possible actions that are enjoyable Lecture #1 Games and Video Games

17 Fairness Players expect that the rules will guarantee that the game is fair Fairness is not an essential element of a game, but a quality of good games Players often change rules of a game if they perceive it as unfair Fairness is particularly important in video games because video games seldom allow rule changes Lecture #1 Games and Video Games

18 Symmetry and Asymmetry
In a symmetric game, all players use the same rules to accomplish the same goal In an asymmetric game, different players follow different rules to accomplish different goals Lecture #1 Games and Video Games

19 Competition and Cooperation
When players compete, they try to accomplish mutually exclusive goals When players cooperate, they work together to accomplish goals that are the same or similar Competition modes are ways to build cooperation and competition into games When players compete, there is often a winner and a loser. Lecture #1 Games and Video Games

20 Hiding the Rules Video games do not require written rules
The game enforces the rules The player can’t change the rules Provide adequate clues for players to overcome a challenge Using trial and error to overcome a challenge frustrates many players Lecture #1 Games and Video Games

21 Setting the Pace The software determines the speed of the events in a game The player can’t affect the speed of the game unless the software has to wait for player input The computer allows for modulation of the pace, so players can rest between periods of intense activity Lecture #1 Games and Video Games

22 Presenting a Game World
To present a game world, video games can use Pictures Animation Movies Music Dialog Sound effects Text and subtitles Lecture #1 Games and Video Games

23 Artificial Intelligence
Today, artificial intelligence is used for Strategy Pathfinding Simulating the behavior of people and creatures As artificial intelligence advances, games will add more uses for it Natural language parsing Natural language generation Pattern recognition Currently, the behavior simulations are very simple. The goal of AI research is to create ever more realistic simulations. Lecture #1 Games and Video Games

24 Aesthetics All game elements should be high in quality and present a harmonious look and feel The look includes the quality and appearance of the graphics, movie clips, animation, buttons, and fonts The feel includes the music, dialog, user interface, and objectives Harmony is the feeling that all game elements are part of a coherent whole Lecture #1 Games and Video Games

25 Storytelling Most games incorporate some kind of story
Video games can mix storylike and gamelike entertainment almost seamlessly They can make player feel he is inside a story and affecting flow of events This is one reason why video games are considered a new medium Lecture #1 Games and Video Games

26 Risks and Rewards Risk is created by uncertainty
If the player overcomes the risk, a reward should be given The size of the reward should match the size of the risk Lecture #1 Games and Video Games

27 Novelty and Learning Video games can offer more variety and content than any traditional game Novelty alone is not enough to sustain player interest, however People enjoy learning when it takes place in an enjoyable context or provides useful mastery Games should supply both enjoyable context and useful mastery For example, in SimCity, players learn how to attract a larger population and meet their needs. Lecture #1 Games and Video Games

28 Creative and Expressive Play
People love to select, design, and customize This activity can have a direct effect on gameplay As video games reach a wider audience, creative and expressive play become increasingly important Lecture #1 Games and Video Games

29 Immersion Immersed players lose track of the real world outside the game Immersion can be Tactical—the sense of being “in the groove” Strategic—observing, calculating, planning Narrative—the feeling of being inside a story Lecture #1 Games and Video Games

30 Socializing Most traditional games are played with other people, making it a social activity Several methods allow people to play video games together Multiplayer local Networked play (multiplayer distributed) LAN parties Group play Most multiplayer games have a communication method built into the software. However, players often use communication software such as TeamSpeak or Ventrilo. Lecture #1 Games and Video Games

31 Art, Engineering, or Craft?
Game design is not purely an art nor an act of pure engineering Game design is a craft It includes both creative and functional elements It can be learned Lecture #1 Games and Video Games

32 The Player-Centric Approach
Player-centric game design is a philosophy of design in which the designer envisions a representative player Two duties in player-centric design: Entertain the representative player Empathize with the representative player You are not the representative player You are not the player’s opponent Remember that the goal is entertaining the player, not creating a game you would like to play or preventing the player from winning the game. Lecture #1 Games and Video Games

33 Other Motivations That Influence Design
Market-driven games Games trying to appeal to the maximum number of people, regardless of implications for harmony Designer-driven games Designer retains all creative control, usually to the detriment of the game Games for a specific license Content must fit into an existing world Limits creativity, but often very lucrative Lecture #1 Games and Video Games

34 Other Motivations That Influence Design (Cont.)
Technology-driven games Games built to show off the hardware running the game Art-driven games Games built to show off the artwork Games are visually innovative but seldom good otherwise; comparatively rare Lecture #1 Games and Video Games

35 Integrating for Entertainment
Integrating characteristics to entertain players requires designer to Have a specific vision Consider the audience’s preferences Understand licensing benefits and exploit them to the game’s best advantage Understand the capabilities of the technology Consider aesthetic style Take the best from every source. If a feature is not needed, don’t keep it. Lecture #1 Games and Video Games

36 Core Mechanics Core mechanics generate the gameplay
Define the challenges Define the actions Define the player’s effect on the game world Core mechanics determine how realistic the game world seems to the player Realism is a continuum between abstract and representational Lecture #1 Games and Video Games

37 User Interface Mediates between the core mechanics and the player
Interprets player’s mouse clicks or button presses Displays the result of the player’s input Can also be called the presentation layer Presents the game world to the player Includes artwork and audio effects Lecture #1 Games and Video Games

38 User Interface (Cont.) Interaction model Camera model
Identifies the way in which the player acts upon the game world; common models include: Avatar-based—through a character in the world Multipresent—the player can act on many places at once Camera model Viewpoint of the virtual camera, and its behavior Simple models are called perspectives. First- and third-person are common perspectives. Many games allow players to switch between first-person and third-person perspectives. In first person, the game world is shown as if you are the avatar. The avatar is not visible in first person because the player is looking through the avatar’s eyes. In third person, the avatar is followed by a chase camera that shows the avatar and the game world. Lecture #1 Games and Video Games

39 The Structure of a Video Game
Structure is composed of Gameplay modes Shell menus Lecture #1 Games and Video Games

40 Gameplay Modes Gameplay modes consist of the available gameplay and user interface at a specific time Not all actions are available at all times Available user interface choices should be related to the current actions A game is in exactly one gameplay mode at a time. It can move to another mode as necessary Use common sense to dictate which actions should be available at a particular time. Lecture #1 Games and Video Games

41 The Gameplay Mode Lecture #1 Games and Video Games

42 Shell Menus and Screens
Shell menus are used when the player is NOT in a gameplay mode The player can’t affect the game world The player can save or load a game, adjust the hardware, etc. Lecture #1 Games and Video Games

43 Forming the Structure Gameplay modes + shell menus = structure
The game switches between gameplay modes as required: In response to specific player requests In response to events in the game Lecture #1 Games and Video Games

44 Stages of the Design Process
Concept stage Elaboration stage Tuning stage Note that these are purely stages of design, not of development; development includes many more factors “Pre-production” and “production” are development stages that overlap the design stages It is easy to get stuck in any stage Lecture #1 Games and Video Games

45 Concept Stage During the concept stage, you
Define the fundamental game concept, including the game’s genre Define an audience Determine the player’s role in the game Think about how to fulfill the player’s dream Concept should not change after this stage Lecture #1 Games and Video Games

46 Elaboration Stage During this stage, you Define the primary game mode
Design the protagonist Define the game world Design the core mechanics Create additional modes Create the first playable level Write the story Build, test, and iterate Lecture #1 Games and Video Games

47 Tuning Stage You enter the tuning stage at the point when the entire design is locked and no more features may be added to the game During the tuning stage, the design team makes small adjustments to levels and core mechanics Polishing is a subtractive process—removing imperfections Lecture #1 Games and Video Games

48 Game Design Teams A game design team may include Lead Designer
Game Designers Level Designers User Interface Designers Writers Art Director Audio Director Lecture #1 Games and Video Games

49 Documenting the Design
Design documents are used To communicate your ideas clearly to other team members As sales tools As design tools To record the decisions made The process of writing a document can turn a vague idea into an explicit plan Lecture #1 Games and Video Games

50 Types of Design Documents
High concept document Tool to sell your game concept Two to four pages Game treatment document Sales tool with more detail than the high concept document Summary of the basic game design Lecture #1 Games and Video Games

51 Types of Design Documents (Cont.)
Character design document Design one character in the game Include moveset Include concept art in different poses Include the character’s backstory World design document General overview of the game world art Types and locations for sounds Include a map Lecture #1 Games and Video Games

52 Types of Design Documents (Cont.)
Flowboard Document the structure—links among gameplay modes and shell menus List available menu items and player inputs Story and level progression document Tell the story Record the player’s progression through the game Game script document Specifies rules and core mechanics in enough detail to play the game Lecture #1 Games and Video Games

53 Anatomy of a Game Designer
Skills most useful for professional game designer Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge and ability to research Writing skills Drawing skills Ability to synthesize Lecture #1 Games and Video Games

54 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 Curiosity and research can help you find and develop a game idea. Lecture #1 Games and Video Games

55 From Idea to Game Concept
A game concept is a description with enough detail to discuss it as a commercial product A game concept should include: 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 Lecture #1 Games and Video Games

56 The Player’s Role Define the role Make the definition clear and simple
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 The publisher must commit funds to game development. The retailer must commit funds and shelf space to selling the game. The customer must commit funds and time to buy and play the game. All of these decisions stem from a game concept with a clear description of the player’s role in the game. Lecture #1 Games and Video Games

57 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 Lecture #1 Games and Video Games

58 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 Lecture #1 Games and Video Games

59 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 Lecture #1 Games and Video Games

60 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 Lecture #1 Games and Video Games

61 Defining Your Target Audience
Who will buy the game? The representative player is a member of your target audience Player-centric game design focuses on the representative player. Lecture #1 Games and Video Games

62 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 Lecture #1 Games and Video Games

63 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 Lecture #1 Games and Video Games

64 Progression Considerations
Players need to feel they are making progress when playing long games Progress can be implemented through Levels Story Both Lecture #1 Games and Video Games

65 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 The most expensive console machine will never be as powerful as the most expensive personal computer, because high-end PCs cost about ten times as much as high-end consoles. Lecture #1 Games and Video Games

66 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 The biggest disadvantage to developing games for a personal computer is the lack of a standard configuration. Hardware and software can vary from one machine to the next. Lecture #1 Games and Video Games

67 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 Lecture #1 Games and Video Games

68 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) Lecture #1 Games and Video Games

69 Types of Game Machines (Cont.)
Other devices Personal digital assistants Video gambling machines Arcade machines These devices are niche markets with fewer opportunities for game developers, but they DO provide interactive entertainment . Lecture #1 Games and Video Games

70 Summary You should now understand The elements of a game
The interaction of challenges and actions The role of the computer in video games The various ways that games entertain Player-centric approach to game design Structure of a game Stages of game design and the required documentation Lecture #1 Games and Video Games

71 Summary (Cont.) You should now understand
Roles and qualities of the design team members 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 Lecture #1 Games and Video Games

72 Genres of Computer Games
Next Lecture Genres of Computer Games Part 1

73 References Ernest Adams, Fundamentals of Game Design, 2nd Edition, New Riders, 2016


Download ppt "L L Line CSE 420 Computer Games Lecture #1 Games and Video Games."

Similar presentations


Ads by Google