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MMX3043
GAME DESIGN AND DEVELOPMENT
Lecture 3
Rules of Game
Miss Laili Farhana Md Ibharim
‘Game Book’
L.F.M.I.2014
2
‘Game Book’
L.F.M.I.2014
3
PRIMARY SCHEMAS OF GAMES
RULES: Logical gameplay behind the game. It is a
deep structure of a game from which all real world
instances of the game’s play and derived.
L.F.M.I.2014
4
3 kinds of RULES Operational rules
• Concrete material of the
game (the real world rules)
• The spinner (dice/cards)
• The pawn
• The squares on the board
Constitutive rules
• Mathematical and logical
rules to create the formal
identity of a game
• All player begin at 0
• Player alternate turns
• First player to reach the top
wins
Implicit rules
• Common for many different games
• The board should be placed in the middle
• Everyone chooses one pawn
• Additional pawns are taken away
L.F.M.I.2014
5
Designing A Board For Board Games
• The board contains all aspects of the GAME INFORMATION at once.
• The representations of the players (their tokens) are all in the same
“space”, making COMPARISON of relative positions and immediate and
intuitive.
• Players can clearly see the CONSEQUENCES of their actions, whether it
is moving normally during a turn, climbing, or sliding.
L.F.M.I.2014
6
Game Rules In Digital Games
• Rules are related to the PROGRAM CODE. Rules concern the
ACTIONS players can take and the OUTCOME of those actions.
• Game rules are the aspects of a game program that STRUCTURE
and take in player INPUT and DETERMINE the game’s output.
• The internal functioning of formal GAME LOGIC is also part of the
rules.
• The specific manifestations of the VISUALS AND AUDIO in a
digital game are usually NOT PART of formal structure of the
game.
L.F.M.I.2014
7
L.F.M.I.2014
8
• “UNCERTAINTY” brings to mind ideas of
CHANCE and RANDOMNESS. It is
crucial in a game that players do not know
exactly how it will play out.
• If the outcome of the game is
PREDETERMINED, the experience
cannot provide MEANINGFUL PLAY.
• Mathematics of uncertainty = Theory of
Gambling and Statistic Logic (Richard
Epstein)
L.F.M.I.2014
9
Decision-Outcome Relationship
L.F.M.I.2014
10
Probability Theory (PT)
• The feeling of RANDOMNESS is an important
part of what makes the game fun to play.
• It creates a sense of open-ended PROBABILITY
and players are rewarded for taking advantage of
chance.
• We use PT to make decision and make better
prediction.
0 ≤ P (A) ≤ 1
P(A) = Probability (A= Events)
0 means “impossible”
1 means “absolutely certain”
Between these two extremes is “possible”
L.F.M.I.2014
11
L.F.M.I.2014
12
Pseudo-Random Distribution (PRD)
• Refers to the statistical
mechanics of how certain
probability-based items and
abilities work (in DOTA).
• The important GAMEPLAY
and BALANCE EFFECT of
PRD is that effects based on it
rarely occur many times in a
row or go a long time without
happening.
L.F.M.I.2014
13
Breaking The Rules
• To cheat in a game means to break the rules.
• RULE-BENDING and RULE-BREAKING manipulate the structure
of a game.
• When it comes to forms of rule-breaking in games, game designers
need to think as how gamers’ think.
L.F.M.I.2014
14
Digital Game Rule-Breaking
L.F.M.I.2014
15
Digital Game Rule-Breaking
L.F.M.I.2014
16
Digital Game Rule-Breaking
L.F.M.I.2014
17
Digital Game Rule-Breaking
L.F.M.I.2014
18
Digital Game Rule-Breaking
L.F.M.I.2014
19
Digital Game Rule-Breaking
L.F.M.I.2014
20
Feedback design: Reward
• Rewards are balanced with challenges or risks
and all players have equal chance of winning.
Theory of Flow
L.F.M.I.2014
21
Feedback design: Reward
• Rewards are balanced with challenges or risks
and all players have equal chance of winning.
L.F.M.I.2014
22
Feedback design: Reward
• Types of reward
 Score (increase a person status)
 Surprise
 Extension of game
 Valuables inside the game (extra car, power up, etc)
L.F.M.I.2014
23
Feedback design: Punishment
• Punishment: application of
the punisher. Be very careful
when thinking about using
punishment, as it tends not
to be a tone of fun.
• Try REINFORCING
alternative behaviors rather
than simply punishing those
you want to discourage.
L.F.M.I.2014
24

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Lecture 3 MMX3043 Game Design and Development

  • 1. MMX3043 GAME DESIGN AND DEVELOPMENT Lecture 3 Rules of Game Miss Laili Farhana Md Ibharim
  • 4. PRIMARY SCHEMAS OF GAMES RULES: Logical gameplay behind the game. It is a deep structure of a game from which all real world instances of the game’s play and derived. L.F.M.I.2014 4
  • 5. 3 kinds of RULES Operational rules • Concrete material of the game (the real world rules) • The spinner (dice/cards) • The pawn • The squares on the board Constitutive rules • Mathematical and logical rules to create the formal identity of a game • All player begin at 0 • Player alternate turns • First player to reach the top wins Implicit rules • Common for many different games • The board should be placed in the middle • Everyone chooses one pawn • Additional pawns are taken away L.F.M.I.2014 5
  • 6. Designing A Board For Board Games • The board contains all aspects of the GAME INFORMATION at once. • The representations of the players (their tokens) are all in the same “space”, making COMPARISON of relative positions and immediate and intuitive. • Players can clearly see the CONSEQUENCES of their actions, whether it is moving normally during a turn, climbing, or sliding. L.F.M.I.2014 6
  • 7. Game Rules In Digital Games • Rules are related to the PROGRAM CODE. Rules concern the ACTIONS players can take and the OUTCOME of those actions. • Game rules are the aspects of a game program that STRUCTURE and take in player INPUT and DETERMINE the game’s output. • The internal functioning of formal GAME LOGIC is also part of the rules. • The specific manifestations of the VISUALS AND AUDIO in a digital game are usually NOT PART of formal structure of the game. L.F.M.I.2014 7
  • 9. • “UNCERTAINTY” brings to mind ideas of CHANCE and RANDOMNESS. It is crucial in a game that players do not know exactly how it will play out. • If the outcome of the game is PREDETERMINED, the experience cannot provide MEANINGFUL PLAY. • Mathematics of uncertainty = Theory of Gambling and Statistic Logic (Richard Epstein) L.F.M.I.2014 9
  • 11. Probability Theory (PT) • The feeling of RANDOMNESS is an important part of what makes the game fun to play. • It creates a sense of open-ended PROBABILITY and players are rewarded for taking advantage of chance. • We use PT to make decision and make better prediction. 0 ≤ P (A) ≤ 1 P(A) = Probability (A= Events) 0 means “impossible” 1 means “absolutely certain” Between these two extremes is “possible” L.F.M.I.2014 11
  • 13. Pseudo-Random Distribution (PRD) • Refers to the statistical mechanics of how certain probability-based items and abilities work (in DOTA). • The important GAMEPLAY and BALANCE EFFECT of PRD is that effects based on it rarely occur many times in a row or go a long time without happening. L.F.M.I.2014 13
  • 14. Breaking The Rules • To cheat in a game means to break the rules. • RULE-BENDING and RULE-BREAKING manipulate the structure of a game. • When it comes to forms of rule-breaking in games, game designers need to think as how gamers’ think. L.F.M.I.2014 14
  • 21. Feedback design: Reward • Rewards are balanced with challenges or risks and all players have equal chance of winning. Theory of Flow L.F.M.I.2014 21
  • 22. Feedback design: Reward • Rewards are balanced with challenges or risks and all players have equal chance of winning. L.F.M.I.2014 22
  • 23. Feedback design: Reward • Types of reward  Score (increase a person status)  Surprise  Extension of game  Valuables inside the game (extra car, power up, etc) L.F.M.I.2014 23
  • 24. Feedback design: Punishment • Punishment: application of the punisher. Be very careful when thinking about using punishment, as it tends not to be a tone of fun. • Try REINFORCING alternative behaviors rather than simply punishing those you want to discourage. L.F.M.I.2014 24