Proposal : DIDEA Dalam Proses P&P Sains Tingkatan 1
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
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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.
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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.
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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.
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6. STRUCTURE ELEMENTS OF GAME
• PLAYERS
Roles of players
Number of players
Player representation
Player interaction patterns
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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
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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
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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
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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
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13. STRUCTURE ELEMENTS OF GAME
Artificial Setting: Resources
Currency Actions Objects
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14. STRUCTURE ELEMENTS OF GAME
Artificial Setting: Resources
Terrain Time
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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
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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
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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.
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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)
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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
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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
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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.
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22. DRAMATIC ELEMENTS OF GAMES
Setting
It is formalized universe
governed by a few
logical rules.
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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.
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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
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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
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