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Fundamentals of Game Design Chapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13.

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Presentation on theme: "Fundamentals of Game Design Chapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13."— Presentation transcript:

1 Fundamentals of Game Design Chapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13

2 Outline The Dimensions of a Game World – The Physical Dimension – The Temporal Dimension – The Environmental Dimension – The Emotional Dimension – The Ethical Dimension Realism Summary

3 The Dimensions of a Game World Many different properties Two Categories for the Properties – Quantitative (ex Size.) – Qualitative (ex Mood.) Related properties are the Dimensions

4 Physical Dimension Spatial Dimensionality Scale Boundaries

5 Spatial Dimensionality 2D 2.5D 3D 4D

6

7 Scale Scale refers to both the absolute size of the physical space represented, as measured in units

8 Boundaries A line that marks the limits of an area; a dividing line.

9 The Temporal Dimension Variable Time Anomalous Time Letting the Player Adjust time

10 The Environmental Dimension Cultural Context Physical Surrondings Detail Defining a Style Overused Settings Sources of Inspiration

11 The Emotional Design Influencing the Players Feelings Limitations of Fun You cant Paint Emotion by Numbers

12 Design Rule: Avoid Implausible Extremes Don’t make your game about the fate of the world if you are serious about producing emotional resonance with your audience; the fate of the world is too big to grasp. Make your game about the fate of people instead.

13 The Ethical Dimension Moral Decision- Making Violence in video games

14 Moral Decision Making Simple Ethics: Clobber the bad guys, protect the good Preachy material can be off putting Difficult decisions are at the heart of good story telling

15 The Peculiar Morality of America’s Army Teaches how real soldiers are meant to fight in two ways Players must act in conformance of the actual disciplinary requirements Both Sides see them selves as US soldiers (perspective)

16 Violence in Video Games

17 Realism Simplification of the real world Can have realistic graphics but unrealistic physics Let R rep. Realism 0 <= R < 1 (cannot equal 1, no game can be entirely realistic)

18 The End (of Chapter 4)

19 Bibliography Adams, Ernest. Fundamentals of Game Design. Berkeley, CA : New Riders, September 14, 2009 Pictures – http://cdn2- b.examiner.com/sites/default/files/styles/image_content_width/hash/49/26/victory_6.jpg http://cdn2- b.examiner.com/sites/default/files/styles/image_content_width/hash/49/26/victory_6.jpg – http://static.ddmcdn.com/gif/video-game-violence-2.jpg http://static.ddmcdn.com/gif/video-game-violence-2.jpg – http://www.ithp.org/articles/violentvideogames.html http://www.ithp.org/articles/violentvideogames.html – http://fable.wikia.com/wiki/Fable http://fable.wikia.com/wiki/Fable – http://www.examiner.com/images/blog/replicate/EXID55249/images/a14dg4(1).jpg http://www.examiner.com/images/blog/replicate/EXID55249/images/a14dg4(1).jpg – http://varungenius.files.wordpress.com/2012/03/right-and-wrong-decisions1.jpg http://varungenius.files.wordpress.com/2012/03/right-and-wrong-decisions1.jpg – http://neuronarrative.files.wordpress.com/2009/11/emotion.jpg http://neuronarrative.files.wordpress.com/2009/11/emotion.jpg – http://richtaveras.com/static/media/uploads/zinnia/time-warp.jpg http://richtaveras.com/static/media/uploads/zinnia/time-warp.jpg


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