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L E C T U R E 4
P L A Y O F G A M E
M I S S L A I L I F A R H A N A M D I B H A R I M
MMX3043
GAME DESIGN AND DEVELOPMENT
PRIMARY SCHEMAS OF GAMES
Structural Elements of
Games (game mechanic)
Procedure (system)
Player
Artificial setting (objective,
resource, boundaries)
Conflict
Rules
Outcome (reward /
punishment)
PLAY: Play is free movement within a
more rigid structure.
Dramatic Elements of
Games (game aesthetic)
Style
Plot
Character
Setting
Theme
L.F.M.I.2014
2
STRUCTURE ELEMENTS OF GAME
• PROCEDURES
Method of play and the actions players can take to
achieve the game objective.
Described in the control section of the manual.
L.F.M.I.2014 3
STRUCTURE ELEMENTS OF GAME
• PROCEDURES
Method of play and the actions players can take to
achieve the game objective.
Described in the control section of the manual.
L.F.M.I.2014 4
STRUCTURE ELEMENTS OF GAME
• PROCEDURES
4 types of procesures in most games:
 Starting action: how to put a game into play
 Progression of action: ongoing procedures after the starting
action.
 Special actions: available conditional to other elements or game
state.
 Resolving actions: bring gameplay to a close.
L.F.M.I.2014 5
STRUCTURE ELEMENTS OF GAME
• PLAYERS
Roles of players
Number of players
Player representation
Player interaction patterns
L.F.M.I.2014
6
STRUCTURE ELEMENTS OF GAME
• 5 styles of player interaction patterns.
L.F.M.I.2014
7
L.F.M.I.2014
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Objectives (goal)
Capture/ destroy Chase Race
To take or destroy
something of the
oppenet’s while
avoiding being
captured or killed.
To catch the opponent,
or elude one if you are
the player being chase
To reach a goal-
physical or conceptual-
before the other
players.
WarCraft Pac-Man Virtua Race 8
L.F.M.I.2014
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Objectives (goal)
Allignment Rescue or escape Forbidden act
To arrange your game
pieces in a certain
spatial configuration or
create conseptual
alignment between
catofories of pieces.
To get a defined unit or
units to safety.
To get the competition
to ‘break the rule’ by
laughing, talking,
making wrong move or
doing something they
shouldn’t.
Bejeweld Prince of Pesia Ker-Plunk 9
L.F.M.I.2014
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Objectives (goal)
Construction Solution
To build, maintain or manage
objects within a directly
competitive or indirectly
competitive environment
To solve a problem or puzzle before
(or more accurately) than the
competition.
The Sim City Zelda 10
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Objectives (goal)
Exploration Outwit
To explore game areas and almost
always combined with a more
competitive objective.
To gain and use knowledge in a
way that defeats the other players.
Colossal Cave Adventure Trivial Pursuit
L.F.M.I.2014 11
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Resources
Assets that can be used to accomplish a certain goal.
Managing the players access to resources is the most
important key feature to game balance.
Lives Units Health
L.F.M.I.2014 12
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Resources
Currency Actions Objects
L.F.M.I.2014 13
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Resources
Terrain Time
L.F.M.I.2014 14
STRUCTURE ELEMENTS OF GAME
Artificial Setting: Boundaries
Boundaries of games create the ‘magic circle’, a
temporary world where the rules of the game apply
rather than the rules of the ordinary world.
Physical boundaries vs conceptual boundaries
L.F.M.I.2014 15
STRUCTURE ELEMENTS OF GAME
Conflict
 Conflict emerges from the players trying to accomplish
the goals of the game within its rule and boundaries.
Design into game by creating rules and procedures that
do not allow to accomplish goals directly.
 3 types of conflict:
 Obstacles
 Opponents
 Dilemmas
Keep the ball from escaping the
field of play using only the flippers
L.F.M.I.2014
16
STRUCTURE ELEMENTS OF GAME
Rules
Underlying mechanisms Core gameplay
Tic-Tac-Toe Super Mario Bros
• Players take turn in putting a
stone of their colour on the
playing field.
• The player that first gets three in
a row wins.
A player control Mario, making him
walk, run and jump, while avoiding
traps, overcoming obstacles, and
gathering treasure.
L.F.M.I.2014 17
STRUCTURE ELEMENTS OF GAME
Outcomes
The game checks whether end condition is achieved. If
so the game terminates.
The player wins if he had achieved some predefined
goals
Reward: related to the goal of the player.
4 types of reward
 Score
 Surprise
 Extension of game
 Valuable inside the game
(extra power, tool, etc)
L.F.M.I.2014 18
DRAMATIC ELEMENTS OF GAMES
Style
It is called as genres that identifiable by the goal of the
designer wheather that was to frighten you, engage
your intellect, or delight you with the beauty of scenes.
Broad genres are:
 Action – lots of frantic button pushing
 Adventure – the story matters
 Simulation – optimization exercise
 Educational – learning by doing
L.F.M.I.2014 19
DRAMATIC ELEMENTS OF GAMES
Plot
There is ‘plot’ in any game, but for the most part it is
created by the player but not the game designer.
The game is a tool for allowing the players to create
stories.
Most in adventure game which it is interactive fiction
L.F.M.I.2014
20
DRAMATIC ELEMENTS OF GAMES
Character
 A character enhances
the story nd this applies
to the player’s own
characters as well as the
ones you write into the
game.
 The choices that the
game presents to the
player define the kinds of
character that the
player can be.
L.F.M.I.2014
21
DRAMATIC ELEMENTS OF GAMES
Setting
It is formalized universe
governed by a few
logical rules.
L.F.M.I.2014 22
DRAMATIC ELEMENTS OF GAMES
Theme
The philosophical idea
that the author is trying
to express.
Level design can steer
the player towards the
favored themes of the
designer, but it’s like
leading to achieve.
 If a game is to have
themes, leaves the
player with freedom of
choice.
L.F.M.I.2014 23
EMOTIONS IN GAMES
XEODesign conducted an independent cross-genre
research study on why people play games and
identified over 30 emotions coming from gameplay
rather than story
The result revealed that people play games not so
much for the game itself as for the experience the
game creates:
 An adrenaline rush
 A vicarious adventure
 A mental challenge
L.F.M.I.2014 24
EMOTIONS IN GAMES
 People play games to create moment-to-moment
experiences whether they are overcoming a difficult
game challenge, seeking relief from everyday worries,
or pursuing what others calls simply ‘THE JOY OF
FIGURING IT OUT”
4 keys to emotion without story
 What players LIKE most about playing
 Creates unique EMOTION without story
 Already present in ultra popular GAMES
 Supported by psychology THEORY and other larger studies
L.F.M.I.2014 25
EMOTIONS IN GAMES
L.F.M.I.2014 26

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Lecture 4: MMX 3043 Game Design And Development

  • 1. L E C T U R E 4 P L A Y O F G A M E M I S S L A I L I F A R H A N A M D I B H A R I M MMX3043 GAME DESIGN AND DEVELOPMENT
  • 2. PRIMARY SCHEMAS OF GAMES Structural Elements of Games (game mechanic) Procedure (system) Player Artificial setting (objective, resource, boundaries) Conflict Rules Outcome (reward / punishment) PLAY: Play is free movement within a more rigid structure. Dramatic Elements of Games (game aesthetic) Style Plot Character Setting Theme L.F.M.I.2014 2
  • 3. STRUCTURE ELEMENTS OF GAME • PROCEDURES Method of play and the actions players can take to achieve the game objective. Described in the control section of the manual. L.F.M.I.2014 3
  • 4. STRUCTURE ELEMENTS OF GAME • PROCEDURES Method of play and the actions players can take to achieve the game objective. Described in the control section of the manual. L.F.M.I.2014 4
  • 5. STRUCTURE ELEMENTS OF GAME • PROCEDURES 4 types of procesures in most games:  Starting action: how to put a game into play  Progression of action: ongoing procedures after the starting action.  Special actions: available conditional to other elements or game state.  Resolving actions: bring gameplay to a close. L.F.M.I.2014 5
  • 6. STRUCTURE ELEMENTS OF GAME • PLAYERS Roles of players Number of players Player representation Player interaction patterns L.F.M.I.2014 6
  • 7. STRUCTURE ELEMENTS OF GAME • 5 styles of player interaction patterns. L.F.M.I.2014 7
  • 8. L.F.M.I.2014 STRUCTURE ELEMENTS OF GAME Artificial Setting: Objectives (goal) Capture/ destroy Chase Race To take or destroy something of the oppenet’s while avoiding being captured or killed. To catch the opponent, or elude one if you are the player being chase To reach a goal- physical or conceptual- before the other players. WarCraft Pac-Man Virtua Race 8
  • 9. L.F.M.I.2014 STRUCTURE ELEMENTS OF GAME Artificial Setting: Objectives (goal) Allignment Rescue or escape Forbidden act To arrange your game pieces in a certain spatial configuration or create conseptual alignment between catofories of pieces. To get a defined unit or units to safety. To get the competition to ‘break the rule’ by laughing, talking, making wrong move or doing something they shouldn’t. Bejeweld Prince of Pesia Ker-Plunk 9
  • 10. L.F.M.I.2014 STRUCTURE ELEMENTS OF GAME Artificial Setting: Objectives (goal) Construction Solution To build, maintain or manage objects within a directly competitive or indirectly competitive environment To solve a problem or puzzle before (or more accurately) than the competition. The Sim City Zelda 10
  • 11. STRUCTURE ELEMENTS OF GAME Artificial Setting: Objectives (goal) Exploration Outwit To explore game areas and almost always combined with a more competitive objective. To gain and use knowledge in a way that defeats the other players. Colossal Cave Adventure Trivial Pursuit L.F.M.I.2014 11
  • 12. STRUCTURE ELEMENTS OF GAME Artificial Setting: Resources Assets that can be used to accomplish a certain goal. Managing the players access to resources is the most important key feature to game balance. Lives Units Health L.F.M.I.2014 12
  • 13. STRUCTURE ELEMENTS OF GAME Artificial Setting: Resources Currency Actions Objects L.F.M.I.2014 13
  • 14. STRUCTURE ELEMENTS OF GAME Artificial Setting: Resources Terrain Time L.F.M.I.2014 14
  • 15. STRUCTURE ELEMENTS OF GAME Artificial Setting: Boundaries Boundaries of games create the ‘magic circle’, a temporary world where the rules of the game apply rather than the rules of the ordinary world. Physical boundaries vs conceptual boundaries L.F.M.I.2014 15
  • 16. STRUCTURE ELEMENTS OF GAME Conflict  Conflict emerges from the players trying to accomplish the goals of the game within its rule and boundaries. Design into game by creating rules and procedures that do not allow to accomplish goals directly.  3 types of conflict:  Obstacles  Opponents  Dilemmas Keep the ball from escaping the field of play using only the flippers L.F.M.I.2014 16
  • 17. STRUCTURE ELEMENTS OF GAME Rules Underlying mechanisms Core gameplay Tic-Tac-Toe Super Mario Bros • Players take turn in putting a stone of their colour on the playing field. • The player that first gets three in a row wins. A player control Mario, making him walk, run and jump, while avoiding traps, overcoming obstacles, and gathering treasure. L.F.M.I.2014 17
  • 18. STRUCTURE ELEMENTS OF GAME Outcomes The game checks whether end condition is achieved. If so the game terminates. The player wins if he had achieved some predefined goals Reward: related to the goal of the player. 4 types of reward  Score  Surprise  Extension of game  Valuable inside the game (extra power, tool, etc) L.F.M.I.2014 18
  • 19. DRAMATIC ELEMENTS OF GAMES Style It is called as genres that identifiable by the goal of the designer wheather that was to frighten you, engage your intellect, or delight you with the beauty of scenes. Broad genres are:  Action – lots of frantic button pushing  Adventure – the story matters  Simulation – optimization exercise  Educational – learning by doing L.F.M.I.2014 19
  • 20. DRAMATIC ELEMENTS OF GAMES Plot There is ‘plot’ in any game, but for the most part it is created by the player but not the game designer. The game is a tool for allowing the players to create stories. Most in adventure game which it is interactive fiction L.F.M.I.2014 20
  • 21. DRAMATIC ELEMENTS OF GAMES Character  A character enhances the story nd this applies to the player’s own characters as well as the ones you write into the game.  The choices that the game presents to the player define the kinds of character that the player can be. L.F.M.I.2014 21
  • 22. DRAMATIC ELEMENTS OF GAMES Setting It is formalized universe governed by a few logical rules. L.F.M.I.2014 22
  • 23. DRAMATIC ELEMENTS OF GAMES Theme The philosophical idea that the author is trying to express. Level design can steer the player towards the favored themes of the designer, but it’s like leading to achieve.  If a game is to have themes, leaves the player with freedom of choice. L.F.M.I.2014 23
  • 24. EMOTIONS IN GAMES XEODesign conducted an independent cross-genre research study on why people play games and identified over 30 emotions coming from gameplay rather than story The result revealed that people play games not so much for the game itself as for the experience the game creates:  An adrenaline rush  A vicarious adventure  A mental challenge L.F.M.I.2014 24
  • 25. EMOTIONS IN GAMES  People play games to create moment-to-moment experiences whether they are overcoming a difficult game challenge, seeking relief from everyday worries, or pursuing what others calls simply ‘THE JOY OF FIGURING IT OUT” 4 keys to emotion without story  What players LIKE most about playing  Creates unique EMOTION without story  Already present in ultra popular GAMES  Supported by psychology THEORY and other larger studies L.F.M.I.2014 25