Presentation is loading. Please wait.

Presentation is loading. Please wait.

Game Design Principles Part 1 : Milestone Games and Play Jehee Lee Seoul National University.

Similar presentations


Presentation on theme: "Game Design Principles Part 1 : Milestone Games and Play Jehee Lee Seoul National University."— Presentation transcript:

1 Game Design Principles Part 1 : Milestone Games and Play Jehee Lee Seoul National University

2 Taxonomy of Creative Expressions ArtCreative Expression Movies, Books, etc.Entertainment ToysPlaythings PuzzlesChallenges CompetitionsConflicts Games beauty non-interactive no goals No competitor no attacks money interactive goals competitor Attacks allowed

3 Definitions A form of play with goals and structure (Kevin Maroney) A form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal (Greg Costikyan) An activity with some rules engaged in for an outcome (Eric Zimmerman)

4 Milestone Games: Old-Styles Monopoly –The most successful board game –Designed in 1930s –It concerns real estate transactions

5 Milestone Games: Old-Styles Traditional card games Board wargames –Flourished in the 1960s and 1970s

6 Milestone Games Space Invaders –designed and programmed by Toshihiro Nishikado in 1978

7 Milestone Games Pac-Man –Midway, 1980 –A yellow, pie-shaped character named Pac-Man runs along inside a maze, eating dots as it avoids four ghosts.

8 Milestone Games Platform games –Space panic, 1982 –Donkey Kong, 1981 Tilted floors Jumping over barrels

9 Milestone Games Moria, Wizardry, 1990s –Implementation of Dungeons & Dragons –Map explorations –Designed for the Plato networked computer system

10 Milestone Games M.U.L.E. –Electronic Arts, 1983 –the first multiplayer resource-based strategy game –Players must manage several resources: food, energy, smithore and crystite.

11 Milestone Games The 7 th Guest –Puzzle-solving adventure –Playing video from the CD nonlinearly

12 Some Milestone Games Doom Civilization SimCity Starcraft Populous 리니지

13 Play “ A voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life.’ ”

14 Play “ A voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life.’ ”

15 Play “ A voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life.’ ”

16 Play “ A voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life.’ ”

17 Play “ A voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life.’ ”

18 Play “ A voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life.’ ”

19 Play “ A voluntary activity or occupation executed within certain fixed limits of time and place, according to rules freely accepted but absolutely binding, having its aim in itself and accompanied by a feeling of tension, joy, and the consciousness that it is ‘different’ from ‘ordinary life.’ ”

20 Play Early mammals learned to play as a way of polishing the complex neural circuitry that they were born with Play’s role in our childhood is dominating

21 Play is Metaphorical All play represents something from the non-play universe But, play is not necessarily a simulation of anything in the real world

22 Play must be Safe The whole idea of play is to give the player an experience without the danger that might normally accompany that experience Frequent game saving in role-playing games –Players want to feel that their investment is safe The paradox of play is that it provides the player with dangerous experiences that are absolutely safe –Eg) Roller coasters –Eg) Intro of “Raiders of the Lost Ark” by Spielberg

23 Play Need Not Be Exotic Players want to face and overcome interesting challenges, but not necessarily be spirited away to an exotic world –Eg) skateboarding in environments forbidden to real skateboarders –Eg) The Sims

24 Fun Factor Game : formal activity that you perform Play : actual behavior that you engage in Fun : experience or emotion that you derive from that behavior Fun factor is sometimes ambiguous –Two friends play a hard-fought game of tennis. It is fun? –Do bird watchers brave the elements to have fun ? –How about the lady who putters around in the garden trying to raise the perfect rose?


Download ppt "Game Design Principles Part 1 : Milestone Games and Play Jehee Lee Seoul National University."

Similar presentations


Ads by Google