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GameDev 1
What is a Game?
Defining Games




2
Defining Games



    • “A form of play or sport, esp. a competitive one
     played according to rules and decided by skill,
     strength, or luck.”




2
Defining Games



    • “A form of play or sport, esp. a competitive one
     played according to rules and decided by skill,
     strength, or luck.”
    • “A strategic interaction between individuals”



2
Defining Games



    • “A form of play or sport, esp. a competitive one
     played according to rules and decided by skill,
     strength, or luck.”
    • “A strategic interaction between individuals”
    • Sid Meier : “Games are a series of interesting choices”


2
Games




3
Games




4
Games




5
Games




6
Games




7
Games




8
Games




    • Many different types of game




8
Games




    • Many different types of game
    • Many different types of player




8
Games




    • Many different types of game
    • Many different types of player
    • Matching the player to the game is key



8
Genre




9
Genre



    • Genre plays a big role in games




9
Genre



    • Genre plays a big role in games
    • First Person Shooter vs Real Time Strategy




9
Genre



    • Genre plays a big role in games
    • First Person Shooter vs Real Time Strategy
    • Action vs Adventure vs Sports




9
Genre



    • Genre plays a big role in games
    • First Person Shooter vs Real Time Strategy
    • Action vs Adventure vs Sports
    • Not the whole story



9
Why Genre Sucks




10
Why Genre Sucks


     • FPS doesn’t always describe the game.




10
Why Genre Sucks


     • FPS doesn’t always describe the game.
     • Counter-Strike is an FPS




10
Why Genre Sucks


     • FPS doesn’t always describe the game.
     • Counter-Strike is an FPS
     • Skyrim is an FPS




10
Why Genre Sucks


     • FPS doesn’t always describe the game.
     • Counter-Strike is an FPS
     • Skyrim is an FPS
       ‣ Technically “has an FPS mode”




10
Why Genre Sucks


     • FPS doesn’t always describe the game.
     • Counter-Strike is an FPS
     • Skyrim is an FPS
       ‣ Technically “has an FPS mode”
     • Very different games



10
Why Genre Sucks


     • FPS doesn’t always describe the game.
     • Counter-Strike is an FPS
     • Skyrim is an FPS
       ‣ Technically “has an FPS mode”
     • Very different games
     • Genre doesn’t capture everything.

10
Number of Players




11
Number of Players



     • Is the game single player?




11
Number of Players



     • Is the game single player?
     • Is it multi-player?




11
Number of Players



     • Is the game single player?
     • Is it multi-player?
        ‣ Real-time or non-real-time?




11
Number of Players



     • Is the game single player?
     • Is it multi-player?
        ‣ Real-time or non-real-time?
        ‣ Is it symmetric or asymmetric?




11
Number of Players



     • Is the game single player?
     • Is it multi-player?
        ‣ Real-time or non-real-time?
        ‣ Is it symmetric or asymmetric?
        ‣ Team-based or individual?



11
Plot Driven?




12
Plot Driven?



     • Plot plays a big part in many games




12
Plot Driven?



     • Plot plays a big part in many games
     • Less important in others




12
Plot Driven?



     • Plot plays a big part in many games
     • Less important in others
        ‣ Portal 2 - plot drives gameplay




12
Plot Driven?



     • Plot plays a big part in many games
     • Less important in others
        ‣ Portal 2 - plot drives gameplay
        ‣ Team Fortress 2 - no plot




12
Linearity




13
Linearity


     • Does the game give options for player progress?




13
Linearity


     • Does the game give options for player progress?
     • Linear / Non-Linear / Open




13
Linearity


     • Does the game give options for player progress?
     • Linear / Non-Linear / Open
       ‣ Linear - Halo




13
Linearity


     • Does the game give options for player progress?
     • Linear / Non-Linear / Open
       ‣ Linear - Halo
       ‣ Non-Linear - Halo ODST




13
Linearity


     • Does the game give options for player progress?
     • Linear / Non-Linear / Open
       ‣ Linear - Halo
       ‣ Non-Linear - Halo ODST
       ‣ Open - GTA 4




13
Linearity


     • Does the game give options for player progress?
     • Linear / Non-Linear / Open
       ‣ Linear - Halo
       ‣ Non-Linear - Halo ODST
       ‣ Open - GTA 4
     • Given current technology, does Open even exist?

13
Camera Position




14
Camera Position

     • How the camera interacts with the player affects
      the feel of the game




14
Camera Position

     • How the camera interacts with the player affects
      the feel of the game
       ‣ Top-down - GTA




14
Camera Position

     • How the camera interacts with the player affects
      the feel of the game
       ‣ Top-down - GTA
       ‣ Isometric - Starcraft




14
Camera Position

     • How the camera interacts with the player affects
      the feel of the game
       ‣ Top-down - GTA
       ‣ Isometric - Starcraft
       ‣ God-view - Supreme Commander




14
Camera Position

     • How the camera interacts with the player affects
      the feel of the game
       ‣ Top-down - GTA
       ‣ Isometric - Starcraft
       ‣ God-view - Supreme Commander
       ‣ First-person - Team Fortress 2




14
Camera Position

     • How the camera interacts with the player affects
      the feel of the game
       ‣ Top-down - GTA
       ‣ Isometric - Starcraft
       ‣ God-view - Supreme Commander
       ‣ First-person - Team Fortress 2
       ‣ Third-person - Uncharted


14
Camera Position

     • How the camera interacts with the player affects
      the feel of the game
       ‣ Top-down - GTA
       ‣ Isometric - Starcraft
       ‣ God-view - Supreme Commander
       ‣ First-person - Team Fortress 2
       ‣ Third-person - Uncharted
       ‣ Side-Scrolling - Mario
14
Time




15
Time


     • How is Time represented?




15
Time


     • How is Time represented?
     • Real-Time




15
Time


     • How is Time represented?
     • Real-Time
       ‣ Authentic/True - Animal Crossing




15
Time


     • How is Time represented?
     • Real-Time
       ‣ Authentic/True - Animal Crossing
       ‣ Limited - Minecraft




15
Time


     • How is Time represented?
     • Real-Time
       ‣ Authentic/True - Animal Crossing
       ‣ Limited - Minecraft
       ‣ Player-Adjusted - Sports games




15
Time


     • How is Time represented?
     • Real-Time
       ‣ Authentic/True - Animal Crossing
       ‣ Limited - Minecraft
       ‣ Player-Adjusted - Sports games
     • Pseudo-Real-Time - Dragon Age: Origins


15
Time


     • How is Time represented?
     • Real-Time
       ‣ Authentic/True - Animal Crossing
       ‣ Limited - Minecraft
       ‣ Player-Adjusted - Sports games
     • Pseudo-Real-Time - Dragon Age: Origins
     • Turn-Based - Total War

15
Creating the Premise




16
Creating the Premise


     • A Premise is a short (1 paragraph) description of
      what the game is about.




16
Creating the Premise


     • A Premise is a short (1 paragraph) description of
      what the game is about.
     • It helps you to find a core description of the
      purpose and theme.




16
Creating the Premise


     • A Premise is a short (1 paragraph) description of
      what the game is about.
     • It helps you to find a core description of the
      purpose and theme.
     • Later it can help you to market the game - a
      knockout premise line can drive sales on AppStore

16
Examples




17
Examples

     • “Drive a getaway car for the mov in this action-
      packed street-racing game”




17
Examples

     • “Drive a getaway car for the mov in this action-
      packed street-racing game”
       ‣ Driver




17
Examples

     • “Drive a getaway car for the mov in this action-
      packed street-racing game”
       ‣ Driver
     • “As the leader of a groups of Resistance fighters in
      a future devastated Earth, you must assemble your
      army and travel the globe, restoring peace and
      sanity in a very dangerous world”

17
Examples

     • “Drive a getaway car for the mov in this action-
      packed street-racing game”
       ‣ Driver
     • “As the leader of a groups of Resistance fighters in
      a future devastated Earth, you must assemble your
      army and travel the globe, restoring peace and
      sanity in a very dangerous world”
       ‣ Devastation
17
Gameplay




18
Gameplay


     • We have established the premise.




18
Gameplay


     • We have established the premise.
     • How do we make that into a game?




18
Gameplay


     • We have established the premise.
     • How do we make that into a game?
       ‣ Victory conditions




18
Gameplay


     • We have established the premise.
     • How do we make that into a game?
       ‣ Victory conditions
       ‣ Short-term goals




18
Gameplay


     • We have established the premise.
     • How do we make that into a game?
       ‣ Victory conditions
       ‣ Short-term goals
       ‣ Methods of interaction




18
Gameplay


     • We have established the premise.
     • How do we make that into a game?
        ‣ Victory conditions
        ‣ Short-term goals
        ‣ Methods of interaction
     • Aim is to build a consistent, sensible world.


18
Gameplay


     • We have established the premise.
     • How do we make that into a game?
        ‣ Victory conditions
        ‣ Short-term goals
        ‣ Methods of interaction
     • Aim is to build a consistent, sensible world.
        ‣ Would the Driver premise work with a Mario-like?

18
Characters




19
Characters


     • Games usually involve interaction with some aspect
      of the world that is animate.




19
Characters


     • Games usually involve interaction with some aspect
      of the world that is animate.
     • The player often takes the role of a character




19
Characters


     • Games usually involve interaction with some aspect
      of the world that is animate.
     • The player often takes the role of a character
     • There are frequently other characters to interact
      with



19
Characters


     • Games usually involve interaction with some aspect
      of the world that is animate.
     • The player often takes the role of a character
     • There are frequently other characters to interact
      with
        ‣ Enemies, allies, neutral


19
Character Design




20
Character Design

     • Having a good grasp on the way characters can
      shape the world you are creating can add significant
      depth.




20
Character Design

     • Having a good grasp on the way characters can
      shape the world you are creating can add significant
      depth.
     • Little difference between games and other media




20
Character Design

     • Having a good grasp on the way characters can
      shape the world you are creating can add significant
      depth.
     • Little difference between games and other media
     • Draw inspiration from classical literature, known
      archetypes



20
Character Design

     • Having a good grasp on the way characters can
      shape the world you are creating can add significant
      depth.
     • Little difference between games and other media
     • Draw inspiration from classical literature, known
      archetypes
        ‣ Hero, Shadow, Mentor, Ally, Guardian

20
Character Design

     • Having a good grasp on the way characters can
      shape the world you are creating can add significant
      depth.
     • Little difference between games and other media
     • Draw inspiration from classical literature, known
      archetypes
        ‣ Hero, Shadow, Mentor, Ally, Guardian
     • Establishes depth by familiarity
20
Art Style




21
Art Style

     • An important consideration




21
Art Style

     • An important consideration
     • For video games, art will play a massive part in
      engaging the player / creating the world




21
Art Style

     • An important consideration
     • For video games, art will play a massive part in
      engaging the player / creating the world
        ‣ Bioshock is a good example. Underwater Art Deco gives
         a unique look-and-feel that defines the game




21
Art Style

     • An important consideration
     • For video games, art will play a massive part in
      engaging the player / creating the world
        ‣ Bioshock is a good example. Underwater Art Deco gives
         a unique look-and-feel that defines the game
     • Getting a match between the gameplay and the art
      is important.

21
Art Style

     • An important consideration
     • For video games, art will play a massive part in
      engaging the player / creating the world
        ‣ Bioshock is a good example. Underwater Art Deco gives
         a unique look-and-feel that defines the game
     • Getting a match between the gameplay and the art
      is important.
        ‣ Would Mario work with gritty ultra-realistic art?
21
Understanding Players




22
Understanding Players


     • If we want to make a successful game, we need to
      understand the kinds of players who will want to
      play it




22
Understanding Players


     • If we want to make a successful game, we need to
      understand the kinds of players who will want to
      play it
     • Not enough to make a game “we would play”




22
Understanding Players


     • If we want to make a successful game, we need to
      understand the kinds of players who will want to
      play it
     • Not enough to make a game “we would play”
       ‣ Definitely helps as a starting point, but “you” are probably
         not a typical player



22
Understanding Players


     • If we want to make a successful game, we need to
      understand the kinds of players who will want to
      play it
     • Not enough to make a game “we would play”
        ‣ Definitely helps as a starting point, but “you” are probably
         not a typical player
     • Equally large range of factors here
22
Bartle Player Types




23
Bartle Player Types

     • Bartle breaks players into four distinct types




23
Bartle Player Types

     • Bartle breaks players into four distinct types
     • Nice and easy to remember




23
Bartle Player Types

     • Bartle breaks players into four distinct types
     • Nice and easy to remember
        ‣ Achievers




23
Bartle Player Types

     • Bartle breaks players into four distinct types
     • Nice and easy to remember
        ‣ Achievers
        ‣ Explorers




23
Bartle Player Types

     • Bartle breaks players into four distinct types
     • Nice and easy to remember
        ‣ Achievers
        ‣ Explorers
        ‣ Socialisers




23
Bartle Player Types

     • Bartle breaks players into four distinct types
     • Nice and easy to remember
        ‣ Achievers
        ‣ Explorers
        ‣ Socialisers
        ‣ Killers




23
Bartle Player Types

     • Bartle breaks players into four distinct types
     • Nice and easy to remember
        ‣ Achievers
        ‣ Explorers
        ‣ Socialisers
        ‣ Killers
     • We can look at these broad strokes categorisation
      of players and ensure our game caters to them
23
Achievers




24
Achievers


     • Players who prefer to gain "points," levels,
      equipment and other concrete measurements of
      succeeding




24
Achievers


     • Players who prefer to gain "points," levels,
      equipment and other concrete measurements of
      succeeding
     • Games with a clear “ending”




24
Achievers


     • Players who prefer to gain "points," levels,
      equipment and other concrete measurements of
      succeeding
     • Games with a clear “ending”
        ‣ Particularly with bonuses for 100% completion



24
Achievers


     • Players who prefer to gain "points," levels,
      equipment and other concrete measurements of
      succeeding
     • Games with a clear “ending”
        ‣ Particularly with bonuses for 100% completion
     • Achievements/Trophies in general appeal

24
Explorers




25
Explorers



     • Players who prefer discovering areas, creating maps
      and learning about hidden places.




25
Explorers



     • Players who prefer discovering areas, creating maps
      and learning about hidden places.
     • Enjoy worlds that are well built, rich in lore




25
Explorers



     • Players who prefer discovering areas, creating maps
      and learning about hidden places.
     • Enjoy worlds that are well built, rich in lore
     • Looking to create memories of things that happen
      within the game world


25
Socialisers




26
Socialisers



     • Typical Socialisers are in it for social interaction




26
Socialisers



     • Typical Socialisers are in it for social interaction
     • In single player, they want an experience they can
      use to be “one of the guys”, interact IRL




26
Socialisers



     • Typical Socialisers are in it for social interaction
     • In single player, they want an experience they can
      use to be “one of the guys”, interact IRL
     • Multiplayer allows them to get involved in player
      interactions - mainstay of guilds and friend lists


26
Killers




27
Killers


     • Thrive on chaos




27
Killers


     • Thrive on chaos
     • Enjoy competition with other players




27
Killers


     • Thrive on chaos
     • Enjoy competition with other players
     • Like their actions to have high impact in the world




27
Killers


     • Thrive on chaos
     • Enjoy competition with other players
     • Like their actions to have high impact in the world
        ‣ Not necessarily destructive




27
Killers


     • Thrive on chaos
     • Enjoy competition with other players
     • Like their actions to have high impact in the world
        ‣ Not necessarily destructive
     • May use non-standard techniques



27
Killers


     • Thrive on chaos
     • Enjoy competition with other players
     • Like their actions to have high impact in the world
        ‣ Not necessarily destructive
     • May use non-standard techniques
        ‣ E.g. Economic war


27
Player Age




28
Player Age


     • Player age has an important effect on expectations




28
Player Age


     • Player age has an important effect on expectations
     • Different generations have grown up differently




28
Player Age


     • Player age has an important effect on expectations
     • Different generations have grown up differently
       ‣ Silent Generation (1924 - 1943)




28
Player Age


     • Player age has an important effect on expectations
     • Different generations have grown up differently
       ‣ Silent Generation (1924 - 1943)
       ‣ Boom Generation (1943 - 1961)




28
Player Age


     • Player age has an important effect on expectations
     • Different generations have grown up differently
       ‣ Silent Generation (1924 - 1943)
       ‣ Boom Generation (1943 - 1961)
       ‣ Generation X (1962 - 1981)




28
Player Age


     • Player age has an important effect on expectations
     • Different generations have grown up differently
       ‣ Silent Generation (1924 - 1943)
       ‣ Boom Generation (1943 - 1961)
       ‣ Generation X (1962 - 1981)
       ‣ Millennial Generation (1982 - 2002)


28
Player Involvement




29
Player Involvement


     • Another dimension is how involved you expect
      players to be.




29
Player Involvement


     • Another dimension is how involved you expect
      players to be.
       ‣ Casual? Hardcore?




29
Player Involvement


     • Another dimension is how involved you expect
      players to be.
        ‣ Casual? Hardcore?
     • This can affect a lot of design decisions e.g. Level
      pacing



29
Player Involvement


     • Another dimension is how involved you expect
      players to be.
        ‣ Casual? Hardcore?
     • This can affect a lot of design decisions e.g. Level
      pacing
        ‣ Casual players want short levels, small reward.


29
Player Involvement


     • Another dimension is how involved you expect
      players to be.
        ‣ Casual? Hardcore?
     • This can affect a lot of design decisions e.g. Level
      pacing
        ‣ Casual players want short levels, small reward.
        ‣ Hardcore want longer levels, bigger reward comparatively

29
Game Design




30
Game Design


     • These are just some of the aspects we need to
      decide to make a game.




30
Game Design


     • These are just some of the aspects we need to
      decide to make a game.
     • To truly capture what the game is about, we need
      more than one of a handful of labels.




30
Game Design


     • These are just some of the aspects we need to
      decide to make a game.
     • To truly capture what the game is about, we need
      more than one of a handful of labels.
     • This is why projects are described initially in a
      “Game Design Document”

30
Summary




31
Summary

     • Today we’ve discussed some very abstract concepts
      of what a game involves.




31
Summary

     • Today we’ve discussed some very abstract concepts
      of what a game involves.
     • Genre is insufficient to talk technically about games




31
Summary

     • Today we’ve discussed some very abstract concepts
      of what a game involves.
     • Genre is insufficient to talk technically about games
     • We can use more precise terms




31
Summary

     • Today we’ve discussed some very abstract concepts
      of what a game involves.
     • Genre is insufficient to talk technically about games
     • We can use more precise terms
     • We can define exactly what goes on in a game




31
Summary

     • Today we’ve discussed some very abstract concepts
      of what a game involves.
     • Genre is insufficient to talk technically about games
     • We can use more precise terms
     • We can define exactly what goes on in a game
     • We’re now ready to take ideas in our head and put
      them down on paper!

31
Summary

     • Today we’ve discussed some very abstract concepts
      of what a game involves.
     • Genre is insufficient to talk technically about games
     • We can use more precise terms
     • We can define exactly what goes on in a game
     • We’re now ready to take ideas in our head and put
      them down on paper!
        ‣ ...More or less...
31
Admin




32
Admin



     • Watch MyPlace for more info on next meeting.




32
Admin



     • Watch MyPlace for more info on next meeting.
       ‣ Possibly not weekly...




32
Admin



     • Watch MyPlace for more info on next meeting.
       ‣ Possibly not weekly...
       ‣ Hopefully less of a brain dump than today.




32
Admin



     • Watch MyPlace for more info on next meeting.
       ‣ Possibly not weekly...
       ‣ Hopefully less of a brain dump than today.
     • Next session will be hands-on lecturial with Unity




32
Admin



     • Watch MyPlace for more info on next meeting.
        ‣ Possibly not weekly...
        ‣ Hopefully less of a brain dump than today.
     • Next session will be hands-on lecturial with Unity
     • Aim is to alternate theory and practical sessions.


32
Shameless Plug




33
Shameless Plug

     • Come along to the AltDevConf




33
Shameless Plug

     • Come along to the AltDevConf
       ‣ Free to attend online conference - http://altdevconf.com




33
Shameless Plug

     • Come along to the AltDevConf
       ‣ Free to attend online conference - http://altdevconf.com
     • February 11th/12th from 19:00




33
Shameless Plug

     • Come along to the AltDevConf
        ‣ Free to attend online conference - http://altdevconf.com
     • February 11th/12th from 19:00
     • Great line-up of speakers covering all aspects of
      game development




33
Shameless Plug

     • Come along to the AltDevConf
        ‣ Free to attend online conference - http://altdevconf.com
     • February 11th/12th from 19:00
     • Great line-up of speakers covering all aspects of
      game development
        ‣ Programming



33
Shameless Plug

     • Come along to the AltDevConf
        ‣ Free to attend online conference - http://altdevconf.com
     • February 11th/12th from 19:00
     • Great line-up of speakers covering all aspects of
      game development
        ‣ Programming
        ‣ Design/Production


33
Shameless Plug

     • Come along to the AltDevConf
        ‣ Free to attend online conference - http://altdevconf.com
     • February 11th/12th from 19:00
     • Great line-up of speakers covering all aspects of
      game development
        ‣ Programming
        ‣ Design/Production
        ‣ Education
33

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Game Development 1 - What is a Game?

  • 3. Defining Games • “A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.” 2
  • 4. Defining Games • “A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.” • “A strategic interaction between individuals” 2
  • 5. Defining Games • “A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.” • “A strategic interaction between individuals” • Sid Meier : “Games are a series of interesting choices” 2
  • 12. Games • Many different types of game 8
  • 13. Games • Many different types of game • Many different types of player 8
  • 14. Games • Many different types of game • Many different types of player • Matching the player to the game is key 8
  • 16. Genre • Genre plays a big role in games 9
  • 17. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy 9
  • 18. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy • Action vs Adventure vs Sports 9
  • 19. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy • Action vs Adventure vs Sports • Not the whole story 9
  • 21. Why Genre Sucks • FPS doesn’t always describe the game. 10
  • 22. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS 10
  • 23. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS 10
  • 24. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS ‣ Technically “has an FPS mode” 10
  • 25. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS ‣ Technically “has an FPS mode” • Very different games 10
  • 26. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS ‣ Technically “has an FPS mode” • Very different games • Genre doesn’t capture everything. 10
  • 28. Number of Players • Is the game single player? 11
  • 29. Number of Players • Is the game single player? • Is it multi-player? 11
  • 30. Number of Players • Is the game single player? • Is it multi-player? ‣ Real-time or non-real-time? 11
  • 31. Number of Players • Is the game single player? • Is it multi-player? ‣ Real-time or non-real-time? ‣ Is it symmetric or asymmetric? 11
  • 32. Number of Players • Is the game single player? • Is it multi-player? ‣ Real-time or non-real-time? ‣ Is it symmetric or asymmetric? ‣ Team-based or individual? 11
  • 34. Plot Driven? • Plot plays a big part in many games 12
  • 35. Plot Driven? • Plot plays a big part in many games • Less important in others 12
  • 36. Plot Driven? • Plot plays a big part in many games • Less important in others ‣ Portal 2 - plot drives gameplay 12
  • 37. Plot Driven? • Plot plays a big part in many games • Less important in others ‣ Portal 2 - plot drives gameplay ‣ Team Fortress 2 - no plot 12
  • 39. Linearity • Does the game give options for player progress? 13
  • 40. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open 13
  • 41. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo 13
  • 42. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST 13
  • 43. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST ‣ Open - GTA 4 13
  • 44. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST ‣ Open - GTA 4 • Given current technology, does Open even exist? 13
  • 46. Camera Position • How the camera interacts with the player affects the feel of the game 14
  • 47. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA 14
  • 48. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft 14
  • 49. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander 14
  • 50. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander ‣ First-person - Team Fortress 2 14
  • 51. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander ‣ First-person - Team Fortress 2 ‣ Third-person - Uncharted 14
  • 52. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander ‣ First-person - Team Fortress 2 ‣ Third-person - Uncharted ‣ Side-Scrolling - Mario 14
  • 54. Time • How is Time represented? 15
  • 55. Time • How is Time represented? • Real-Time 15
  • 56. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing 15
  • 57. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft 15
  • 58. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft ‣ Player-Adjusted - Sports games 15
  • 59. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft ‣ Player-Adjusted - Sports games • Pseudo-Real-Time - Dragon Age: Origins 15
  • 60. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft ‣ Player-Adjusted - Sports games • Pseudo-Real-Time - Dragon Age: Origins • Turn-Based - Total War 15
  • 62. Creating the Premise • A Premise is a short (1 paragraph) description of what the game is about. 16
  • 63. Creating the Premise • A Premise is a short (1 paragraph) description of what the game is about. • It helps you to find a core description of the purpose and theme. 16
  • 64. Creating the Premise • A Premise is a short (1 paragraph) description of what the game is about. • It helps you to find a core description of the purpose and theme. • Later it can help you to market the game - a knockout premise line can drive sales on AppStore 16
  • 66. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” 17
  • 67. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” ‣ Driver 17
  • 68. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” ‣ Driver • “As the leader of a groups of Resistance fighters in a future devastated Earth, you must assemble your army and travel the globe, restoring peace and sanity in a very dangerous world” 17
  • 69. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” ‣ Driver • “As the leader of a groups of Resistance fighters in a future devastated Earth, you must assemble your army and travel the globe, restoring peace and sanity in a very dangerous world” ‣ Devastation 17
  • 71. Gameplay • We have established the premise. 18
  • 72. Gameplay • We have established the premise. • How do we make that into a game? 18
  • 73. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions 18
  • 74. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals 18
  • 75. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals ‣ Methods of interaction 18
  • 76. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals ‣ Methods of interaction • Aim is to build a consistent, sensible world. 18
  • 77. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals ‣ Methods of interaction • Aim is to build a consistent, sensible world. ‣ Would the Driver premise work with a Mario-like? 18
  • 79. Characters • Games usually involve interaction with some aspect of the world that is animate. 19
  • 80. Characters • Games usually involve interaction with some aspect of the world that is animate. • The player often takes the role of a character 19
  • 81. Characters • Games usually involve interaction with some aspect of the world that is animate. • The player often takes the role of a character • There are frequently other characters to interact with 19
  • 82. Characters • Games usually involve interaction with some aspect of the world that is animate. • The player often takes the role of a character • There are frequently other characters to interact with ‣ Enemies, allies, neutral 19
  • 84. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. 20
  • 85. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media 20
  • 86. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media • Draw inspiration from classical literature, known archetypes 20
  • 87. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media • Draw inspiration from classical literature, known archetypes ‣ Hero, Shadow, Mentor, Ally, Guardian 20
  • 88. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media • Draw inspiration from classical literature, known archetypes ‣ Hero, Shadow, Mentor, Ally, Guardian • Establishes depth by familiarity 20
  • 90. Art Style • An important consideration 21
  • 91. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world 21
  • 92. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world ‣ Bioshock is a good example. Underwater Art Deco gives a unique look-and-feel that defines the game 21
  • 93. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world ‣ Bioshock is a good example. Underwater Art Deco gives a unique look-and-feel that defines the game • Getting a match between the gameplay and the art is important. 21
  • 94. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world ‣ Bioshock is a good example. Underwater Art Deco gives a unique look-and-feel that defines the game • Getting a match between the gameplay and the art is important. ‣ Would Mario work with gritty ultra-realistic art? 21
  • 96. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it 22
  • 97. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it • Not enough to make a game “we would play” 22
  • 98. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it • Not enough to make a game “we would play” ‣ Definitely helps as a starting point, but “you” are probably not a typical player 22
  • 99. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it • Not enough to make a game “we would play” ‣ Definitely helps as a starting point, but “you” are probably not a typical player • Equally large range of factors here 22
  • 101. Bartle Player Types • Bartle breaks players into four distinct types 23
  • 102. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember 23
  • 103. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers 23
  • 104. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers 23
  • 105. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers 23
  • 106. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers ‣ Killers 23
  • 107. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers ‣ Killers • We can look at these broad strokes categorisation of players and ensure our game caters to them 23
  • 109. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding 24
  • 110. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding • Games with a clear “ending” 24
  • 111. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding • Games with a clear “ending” ‣ Particularly with bonuses for 100% completion 24
  • 112. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding • Games with a clear “ending” ‣ Particularly with bonuses for 100% completion • Achievements/Trophies in general appeal 24
  • 114. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places. 25
  • 115. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places. • Enjoy worlds that are well built, rich in lore 25
  • 116. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places. • Enjoy worlds that are well built, rich in lore • Looking to create memories of things that happen within the game world 25
  • 118. Socialisers • Typical Socialisers are in it for social interaction 26
  • 119. Socialisers • Typical Socialisers are in it for social interaction • In single player, they want an experience they can use to be “one of the guys”, interact IRL 26
  • 120. Socialisers • Typical Socialisers are in it for social interaction • In single player, they want an experience they can use to be “one of the guys”, interact IRL • Multiplayer allows them to get involved in player interactions - mainstay of guilds and friend lists 26
  • 122. Killers • Thrive on chaos 27
  • 123. Killers • Thrive on chaos • Enjoy competition with other players 27
  • 124. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world 27
  • 125. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world ‣ Not necessarily destructive 27
  • 126. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world ‣ Not necessarily destructive • May use non-standard techniques 27
  • 127. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world ‣ Not necessarily destructive • May use non-standard techniques ‣ E.g. Economic war 27
  • 129. Player Age • Player age has an important effect on expectations 28
  • 130. Player Age • Player age has an important effect on expectations • Different generations have grown up differently 28
  • 131. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943) 28
  • 132. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943) ‣ Boom Generation (1943 - 1961) 28
  • 133. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943) ‣ Boom Generation (1943 - 1961) ‣ Generation X (1962 - 1981) 28
  • 134. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943) ‣ Boom Generation (1943 - 1961) ‣ Generation X (1962 - 1981) ‣ Millennial Generation (1982 - 2002) 28
  • 136. Player Involvement • Another dimension is how involved you expect players to be. 29
  • 137. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore? 29
  • 138. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore? • This can affect a lot of design decisions e.g. Level pacing 29
  • 139. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore? • This can affect a lot of design decisions e.g. Level pacing ‣ Casual players want short levels, small reward. 29
  • 140. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore? • This can affect a lot of design decisions e.g. Level pacing ‣ Casual players want short levels, small reward. ‣ Hardcore want longer levels, bigger reward comparatively 29
  • 142. Game Design • These are just some of the aspects we need to decide to make a game. 30
  • 143. Game Design • These are just some of the aspects we need to decide to make a game. • To truly capture what the game is about, we need more than one of a handful of labels. 30
  • 144. Game Design • These are just some of the aspects we need to decide to make a game. • To truly capture what the game is about, we need more than one of a handful of labels. • This is why projects are described initially in a “Game Design Document” 30
  • 146. Summary • Today we’ve discussed some very abstract concepts of what a game involves. 31
  • 147. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games 31
  • 148. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms 31
  • 149. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms • We can define exactly what goes on in a game 31
  • 150. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms • We can define exactly what goes on in a game • We’re now ready to take ideas in our head and put them down on paper! 31
  • 151. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms • We can define exactly what goes on in a game • We’re now ready to take ideas in our head and put them down on paper! ‣ ...More or less... 31
  • 153. Admin • Watch MyPlace for more info on next meeting. 32
  • 154. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... 32
  • 155. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... ‣ Hopefully less of a brain dump than today. 32
  • 156. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... ‣ Hopefully less of a brain dump than today. • Next session will be hands-on lecturial with Unity 32
  • 157. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... ‣ Hopefully less of a brain dump than today. • Next session will be hands-on lecturial with Unity • Aim is to alternate theory and practical sessions. 32
  • 159. Shameless Plug • Come along to the AltDevConf 33
  • 160. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com 33
  • 161. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 33
  • 162. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development 33
  • 163. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development ‣ Programming 33
  • 164. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development ‣ Programming ‣ Design/Production 33
  • 165. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development ‣ Programming ‣ Design/Production ‣ Education 33

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  107. Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  108. Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  109. Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  110. Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  111. Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  112. Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
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