This session was the first in a series given to a group of University students of differing year groups and abilities. In this lecture, I try to highlight some of the many different aspects that need to be decided when thinking about how to make a game, and demonstrate that simply picking a genre is insufficient.
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
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
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
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
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
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
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
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
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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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
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
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
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
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
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