SlideShare ist ein Scribd-Unternehmen logo
1 von 40
Ideating and
Conceptualizing a Game
Lesson 1
Exam Objective Matrix
Skills/Concepts MTA Exam Objectives
Ideating a Game Differentiate among game types (1.1)
Differentiate among game genres (1.2)
Understand the different game platforms (2.5)
Creating the Game Concept Understand player motivation (1.3)
Ideating a Game
• Identifying the idea of a game is the first
step in the game development process.
• The idea for a game encapsulates defining
the motivation for the set of players you
are targeting.
• A good game begins with a strong idea,
which comes from understanding what
motivates people for playing games.
Identifying the Motivation
• Identifying the motivation behind playing
games involves finding the reasons for
which people play video games.
• Playing games satisfies three
psychological needs of people:
– Achievement
– Recognition
– Satisfaction
Fulfilling Basic Needs
• The three psychological and emotional
needs manifest into one or more of the
following basic needs:
– Quest
– Learning
– Task management
– Determination
– Competence
– Thrill
Identifying the Target Audience
• The game motivation varies with the type
of players.
• While ideating for a game, it is important to
identify the target audience or group of
people for whom the game is meant.
– Casual players
– Hard-core players
– Intermediary players
– Professional players
Identifying the Game Genres
• Video games are classified into various
genres based on the type of player’s
interaction with the game called gameplay.
• You decide the genre of the game based
on the motivation and the target audience
identified for the game.
Common Genres
• Action
– First-person shooter
(FPS)
– Third-person shooter
(TPS)
• Adventure
• Sports
• Simulation
• Role-playing game
(RPG)
• Fantasy
• Card
• Board
• Education
First-person Shooter vs. Third-person Shooter
Halo 4 (FPS) Gunstringer (TPS)
Adventure Games
Kinect Adventures Fable II
Identifying the Game Type
• Games can be of various types: online or
offline, single player or multiplayer, and
console, PC, arcade, or mobile games.
• “Game type” not used consistently.
– Some take it to mean “genre
– Some use it to refer to the “platform”
– Others believe it means the “online status”
• Some examples on the next slide…
Selecting the Game Type
• Common categorization methods:
– Game Status (online, offline)
– Number of players (one, two, many)
• Single player games
• Multiplayer games
• Massively multiplayer online role-playing
games
– Gaming platform used (Console, PC,
Mobile, Arcade)
Platform Examples
• Console:
– Full size: Xbox 360, PlayStation 3,
Nintendo Wii
– Handheld: Nintendo 3DS, PlayStation
Portable (PSP)
• Mobile:
– Windows Phone 8, iPhone, iPad, Amazon
Kindle, various Android powered devices
Platform Examples
Console (Xbox 360) Arcade
• [Prod: Please insert
Figure01-11]
Creating the Game Concept
• Creating a game concept or
conceptualizing your game means giving a
concrete shape to your ideas for the
game.
• This process involves creating a mission
statement, storyline, gameplay, and
mechanics of the game.
Parts of the Game Concept
• The final objective of the game or the
mission statement
• The plot or the storyline
• Various interactive and noninteractive
elements of the game or the gameplay
• The flow of the game or game mechanics
The Game Concept Creation Process
Writing the Mission Statement
• The purpose behind writing a mission
statement is to clearly pass on the idea of
the game to the game production team.
• A basic mission statement must answer
three questions:
– What is the objective of the game?
– What challenges does the game present to
the player?
– How will the player achieve the objective?
Writing a Good Mission Statement
• To write a good mission statement, you
need to ask yourself the following
questions:
– How should the player act and feel in the
game?
– What role should the player perform in the
game?
– Does the player have a well-defined
objective?
– What are the obstacles in achieving the
objective?
Missing Statement Tips
• Involve everyone connected to the game
and brainstorm together. Others also can
provide useful insights.
• Set aside several hours to work on your
statement.
• Make every word of the mission statement
count.
• Avoid making a generic mission
statement.
A Good Example
• Example mission statement:
– "Creating a game that will be set with challenges not
just from your opponent, but also from nature. The
only way to survive is to live, but remember that the
tyrant is watching."
– Objective: to survive against all odds
– Challenges: an opponent player and elements of
nature designed for the game
– Method: live or ensure that the player’s character
remains alive at the end of the game
Creating a Storyline
• The storyline of a game is the underlying
plot that defines the flow of the game from
start to finish.
• A good storyline is the primary ingredient
for creating an engaging game.
• Parts:
– Purpose: who, what, when, where, why &
how
– Complexity: add this in after you answer the
purpose questions
Common Storyline Mistakes
• Too much dependence on lovable, friendly
characters.
– Carefully analyze your target audience to
determine their likes and dislikes here.
• Too many fetch quests.
– Making the player go in circles just to make
the game longer brings the story to a halt.
• Overuse of “turnarounds”.
– Making players return the same way they just
traveled, often used with fetch quests.
Conceptualizing the Gameplay
• A gameplay describes various elements
through which the player interacts with the
game.
• These include the visual theme and
cinematic, objects and characters in the
game, user interface, and the audio
theme.
• Gameplay is largely influenced by two
things: game setting and the storyline of
the game.
Game Setting
• Game setting: the procedures that
players use for setting up or personalizing
a game.
• Examples:
– Typing in the player’s personal information,
such as the player’s name
– Choosing the character that the player
wants to play
– Allowing players to design their avatars
Storyline
• The storyline is the birthplace of gameplay
because the storyline sets the mood of the
game.
• A strong storyline creates an excellent
game experience with various gameplay
elements in the game.
Gameplay Types
• Linear:
– The challenges are predetermined in a fixed
sequence
– The gamers have to follow the predetermined plot in
this gameplay type
– Halo 3, Call of Duty 4
• Nonlinear:
– The challenges are posed to the player in multiple
sequences
– The gamers can choose their choice of path to victory
– Borderlands, Alpha Protocol
Gameplay Elements
• While conceptualizing a game, you
conceptualize the following gameplay
elements:
– Visual theme and cinematic
– Objects
– Characters
– User interface (UI)
– Audio theme
Visual Theme
• The visual theme helps set the stage for
the game.
– Creating a visual theme involves deciding a common
background, color pallet, and effect for all the visual
elements of the game, so that they all look like they
belong to the same game.
• The visual theme has to go hand-in-hand
with the idea of the game.
– For a reality-based game, you need to thoroughly
research the background to create a visual theme.
Cinematics
• Cinematic or cut-scenes are sections in the
game where the player does not have any
control.
• Before creating a cinematic sequence, you must
outline the goals by answering the following
questions:
– Why must the player watch the cinematic elements?
– What kind of reaction from the player is the cinematic
intended to elicit?
– Will the cinematic inform the player about the game and
the characters?
– Do you want the cinematic to showcase the game’s
graphics?
Objects
• Objects are the visual elements of a game
that complete a scene in the game and
make it look real.
– In a car racing game, all the elements that constitute
a gas pump where the car stops to take fuel are
objects.
• The player may or may not be able to
interact with all the objects.
– The player may be able to click the hose to fill up the
car but may not be able to swipe the credit card
machine placed in the scene.
Characters
• The character in a game represents the player.
– The player should be able to recognize and identity with the
character.
• Answering these questions will help you create your
character’s persona:
– How will the physique of the character be?
– What does the character eat?
– Where does the character live?
– What is the character’s routine?
– How does the character behave when angry or surprised?
– Does the character have a unique catchphrase?
– How does the character feel about the game situation?
– Who is the character: villain, hero, mentor, ally, or some other?
User Interface (UI)
• User interface (UI) is a collective term referring to the
onscreen elements through which a player interacts with
the game.
• The UI helps the player access information about the
game world and the status of his or her character.
• The UI elements in a game include:
– Menus
– UI components (for example, different character
avatars)
– Text
– Icons
– Layout
– Color
User Interface: Good vs. Bad
Good User Interfaces
• A well-designed UI
makes the game easier to
play.
• The player can easily
assess the situation and
respond accordingly.
• The player can focus on
the game itself and not
the interface, thus
increasing enjoyment of
the game.
Bad User Interfaces
• A poorly designed UI
makes it harder for the
player to identify what
needs to be done or what
resources are available
• This results in frustration
for the player and ruining
of what might otherwise
be a good game.
Well Designed UI Characteristics
• Intuitive
• Responsive
• Customizable
• Relevant
• User friendly
Audio Theme
• A great game depends on a great audio
theme.
• To choose the best audio theme, you need
to consider the following questions:
– Will each character have a unique voice?
– How does the characters’ sound or dialogs function in
the game?
– What types of music work best with the game?
– Where in the game will the music play?
– What types of sound effects work best in the game?
Defining the Game Mechanics
• Game mechanics is all about how a
game operates.
– Game rules, challenges, activities to be
performed, goals required to win the game
• All games have the same mechanics; only
their complexity differs.
• Consider each of the following elements of
game mechanics in your
conceptualization:
– Quest, task, activities, how to gin, game
The Game Mechanics Cycle
Common Game Mechanics
• Quest:
– Kill quest, collection quest, target quest
• Tasks:
– Like a quest, but may not always yield a
reward
• Activities:
– Loss avoidance, eliminating opponents,
logic, races, scoring
Recap
• Identifying the Motivation
• Identifying the Target Audience
• Identifying the Game Genre
• Identifying the Game Type
• Writing the Mission Statement
• Creating a Storyline
• Conceptualizing the Gameplay
• Defining the Game Mechanics

Weitere ähnliche Inhalte

Was ist angesagt?

Was ist angesagt? (20)

Game Development Club Universitas Multimedia Nusantara - Game Design Crash Co...
Game Development Club Universitas Multimedia Nusantara - Game Design Crash Co...Game Development Club Universitas Multimedia Nusantara - Game Design Crash Co...
Game Development Club Universitas Multimedia Nusantara - Game Design Crash Co...
 
Design Document
Design DocumentDesign Document
Design Document
 
Introduction to Game Design
Introduction to Game DesignIntroduction to Game Design
Introduction to Game Design
 
Introduction to the Theory of Game Elements
Introduction to the Theory of Game ElementsIntroduction to the Theory of Game Elements
Introduction to the Theory of Game Elements
 
Game design@itp v3
Game design@itp v3Game design@itp v3
Game design@itp v3
 
Introduction To 3D Gaming
Introduction To 3D GamingIntroduction To 3D Gaming
Introduction To 3D Gaming
 
How to deliver a game in kodu
How to deliver a game in koduHow to deliver a game in kodu
How to deliver a game in kodu
 
2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)
 
Video game proposal
Video game proposalVideo game proposal
Video game proposal
 
Tools for Tabletop Game Design
Tools for Tabletop Game DesignTools for Tabletop Game Design
Tools for Tabletop Game Design
 
20131105 concepts of game design
20131105 concepts of game design20131105 concepts of game design
20131105 concepts of game design
 
What We Talk About When We Talk About Mid-Core
What We Talk About When We Talk About Mid-CoreWhat We Talk About When We Talk About Mid-Core
What We Talk About When We Talk About Mid-Core
 
Ten page document
Ten page documentTen page document
Ten page document
 
Impossible mission: estimating (game) development
Impossible mission: estimating (game) developmentImpossible mission: estimating (game) development
Impossible mission: estimating (game) development
 
Ai on video games
Ai on video gamesAi on video games
Ai on video games
 
Various Topics on Game Design
Various Topics on Game DesignVarious Topics on Game Design
Various Topics on Game Design
 
Web Game Development
Web Game DevelopmentWeb Game Development
Web Game Development
 
Game Design Merit Badge Presentation
Game Design Merit Badge Presentation Game Design Merit Badge Presentation
Game Design Merit Badge Presentation
 
User Interface
User InterfaceUser Interface
User Interface
 
The Principles of Game Design
The Principles of Game DesignThe Principles of Game Design
The Principles of Game Design
 

Andere mochten auch

Roles and Responsibilities: Developing the Team
Roles and Responsibilities: Developing the TeamRoles and Responsibilities: Developing the Team
Roles and Responsibilities: Developing the Team
Tracie King
 
Chapter 5 balance
Chapter 5 balanceChapter 5 balance
Chapter 5 balance
Tracie King
 
Chapter 5 balance
Chapter 5 balanceChapter 5 balance
Chapter 5 balance
Tracie King
 

Andere mochten auch (19)

MVA slides lesson 3
MVA slides lesson 3MVA slides lesson 3
MVA slides lesson 3
 
98 366 mva slides lesson 8
98 366 mva slides lesson 898 366 mva slides lesson 8
98 366 mva slides lesson 8
 
MVA slides lesson 5
MVA slides lesson 5MVA slides lesson 5
MVA slides lesson 5
 
98 366 mva slides lesson 7
98 366 mva slides lesson 798 366 mva slides lesson 7
98 366 mva slides lesson 7
 
MVA slides lesson 1
MVA slides lesson 1MVA slides lesson 1
MVA slides lesson 1
 
MVA slides lesson 4
MVA slides lesson 4MVA slides lesson 4
MVA slides lesson 4
 
98 366 mva slides lesson 6
98 366 mva slides lesson 698 366 mva slides lesson 6
98 366 mva slides lesson 6
 
Roles and Responsibilities: Developing the Team
Roles and Responsibilities: Developing the TeamRoles and Responsibilities: Developing the Team
Roles and Responsibilities: Developing the Team
 
98 374 Lesson 04-slides
98 374 Lesson 04-slides98 374 Lesson 04-slides
98 374 Lesson 04-slides
 
98 374 Lesson 05-slides
98 374 Lesson 05-slides98 374 Lesson 05-slides
98 374 Lesson 05-slides
 
The career search project word
The career search project wordThe career search project word
The career search project word
 
Max2015 ch01
Max2015 ch01Max2015 ch01
Max2015 ch01
 
Chapter 5 balance
Chapter 5 balanceChapter 5 balance
Chapter 5 balance
 
Chapter 13 color
Chapter 13 colorChapter 13 color
Chapter 13 color
 
Lesson 11
Lesson 11Lesson 11
Lesson 11
 
Ic3 gs4exam1
Ic3 gs4exam1Ic3 gs4exam1
Ic3 gs4exam1
 
The career search project
The career search projectThe career search project
The career search project
 
Chapter 5 balance
Chapter 5 balanceChapter 5 balance
Chapter 5 balance
 
Computer Literacy Lesson 1: Computer and Operating Systems
Computer Literacy Lesson 1: Computer and Operating SystemsComputer Literacy Lesson 1: Computer and Operating Systems
Computer Literacy Lesson 1: Computer and Operating Systems
 

Ähnlich wie 98 374 Lesson 01-slides

New Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptxNew Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptx
nilesh405711
 
Games design notes
Games design notesGames design notes
Games design notes
amme77
 
BSA Game Design Merit Badge
BSA Game Design Merit BadgeBSA Game Design Merit Badge
BSA Game Design Merit Badge
David Mullich
 

Ähnlich wie 98 374 Lesson 01-slides (20)

Lesson1
Lesson1Lesson1
Lesson1
 
New Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptxNew Microsoft PowerPoint Presentation.pptx
New Microsoft PowerPoint Presentation.pptx
 
Nature of Games.pptx
Nature of Games.pptxNature of Games.pptx
Nature of Games.pptx
 
TJD_2023_Lab_06.pptx
TJD_2023_Lab_06.pptxTJD_2023_Lab_06.pptx
TJD_2023_Lab_06.pptx
 
Unit 30 AO2 Presentation
Unit 30 AO2 PresentationUnit 30 AO2 Presentation
Unit 30 AO2 Presentation
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?
 
Game elements
Game elementsGame elements
Game elements
 
Video Games Development
Video Games DevelopmentVideo Games Development
Video Games Development
 
Play to Learn: Effective Learning Game Design
Play to Learn: Effective Learning Game DesignPlay to Learn: Effective Learning Game Design
Play to Learn: Effective Learning Game Design
 
Fundamental of game design part 2
Fundamental of game design part 2Fundamental of game design part 2
Fundamental of game design part 2
 
Games design notes
Games design notesGames design notes
Games design notes
 
Aft713 fundamental of game design 1.2
Aft713 fundamental of game design 1.2Aft713 fundamental of game design 1.2
Aft713 fundamental of game design 1.2
 
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
 
BSA Game Design Merit Badge
BSA Game Design Merit BadgeBSA Game Design Merit Badge
BSA Game Design Merit Badge
 
Aft 157 design process project -iii
Aft 157 design process project -iiiAft 157 design process project -iii
Aft 157 design process project -iii
 
FMP initial plans
FMP initial plansFMP initial plans
FMP initial plans
 
Fmp initial plans
Fmp initial plansFmp initial plans
Fmp initial plans
 
Fmp initial plans
Fmp initial plansFmp initial plans
Fmp initial plans
 
7. evaluation (interactive)
7. evaluation (interactive)7. evaluation (interactive)
7. evaluation (interactive)
 
Introduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - MeccanicheIntroduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - Meccaniche
 

Mehr von Tracie King (19)

Interface: Creating the connection
Interface: Creating the connectionInterface: Creating the connection
Interface: Creating the connection
 
Gameplay: Creating the Experience
Gameplay:  Creating the ExperienceGameplay:  Creating the Experience
Gameplay: Creating the Experience
 
Game Story and Character Development
Game Story and Character DevelopmentGame Story and Character Development
Game Story and Character Development
 
Production and Management: Developing the Process
Production and Management: Developing the ProcessProduction and Management: Developing the Process
Production and Management: Developing the Process
 
Max2015 ch03
Max2015 ch03Max2015 ch03
Max2015 ch03
 
Max2015 ch02
Max2015 ch02Max2015 ch02
Max2015 ch02
 
Max2015 ch05
Max2015 ch05Max2015 ch05
Max2015 ch05
 
Max2015 ch04
Max2015 ch04Max2015 ch04
Max2015 ch04
 
Max2015 ch06
Max2015 ch06Max2015 ch06
Max2015 ch06
 
Max2015 ch07
Max2015 ch07Max2015 ch07
Max2015 ch07
 
Max2015 ch08
Max2015 ch08Max2015 ch08
Max2015 ch08
 
Max2015 ch09
Max2015 ch09Max2015 ch09
Max2015 ch09
 
Max2015 ch10
Max2015 ch10Max2015 ch10
Max2015 ch10
 
Max2015 ch11
Max2015 ch11Max2015 ch11
Max2015 ch11
 
Max2015 ch12
Max2015 ch12Max2015 ch12
Max2015 ch12
 
Max2015 ch13
Max2015 ch13Max2015 ch13
Max2015 ch13
 
Max2015 ch14
Max2015 ch14Max2015 ch14
Max2015 ch14
 
Max2015 ch15
Max2015 ch15Max2015 ch15
Max2015 ch15
 
Chapter1 design process
Chapter1 design processChapter1 design process
Chapter1 design process
 

Kürzlich hochgeladen

Kürzlich hochgeladen (20)

Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
Beyond_Borders_Understanding_Anime_and_Manga_Fandom_A_Comprehensive_Audience_...
 
Interdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptxInterdisciplinary_Insights_Data_Collection_Methods.pptx
Interdisciplinary_Insights_Data_Collection_Methods.pptx
 
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptxHMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
 
Unit 3 Emotional Intelligence and Spiritual Intelligence.pdf
Unit 3 Emotional Intelligence and Spiritual Intelligence.pdfUnit 3 Emotional Intelligence and Spiritual Intelligence.pdf
Unit 3 Emotional Intelligence and Spiritual Intelligence.pdf
 
ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.ICT role in 21st century education and it's challenges.
ICT role in 21st century education and it's challenges.
 
Food safety_Challenges food safety laboratories_.pdf
Food safety_Challenges food safety laboratories_.pdfFood safety_Challenges food safety laboratories_.pdf
Food safety_Challenges food safety laboratories_.pdf
 
Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptx
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
Google Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptxGoogle Gemini An AI Revolution in Education.pptx
Google Gemini An AI Revolution in Education.pptx
 
How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17How to Create and Manage Wizard in Odoo 17
How to Create and Manage Wizard in Odoo 17
 
Application orientated numerical on hev.ppt
Application orientated numerical on hev.pptApplication orientated numerical on hev.ppt
Application orientated numerical on hev.ppt
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17
 
Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)
 
FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024
 
Micro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfMicro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdf
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptxBasic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
 

98 374 Lesson 01-slides

  • 2. Exam Objective Matrix Skills/Concepts MTA Exam Objectives Ideating a Game Differentiate among game types (1.1) Differentiate among game genres (1.2) Understand the different game platforms (2.5) Creating the Game Concept Understand player motivation (1.3)
  • 3. Ideating a Game • Identifying the idea of a game is the first step in the game development process. • The idea for a game encapsulates defining the motivation for the set of players you are targeting. • A good game begins with a strong idea, which comes from understanding what motivates people for playing games.
  • 4. Identifying the Motivation • Identifying the motivation behind playing games involves finding the reasons for which people play video games. • Playing games satisfies three psychological needs of people: – Achievement – Recognition – Satisfaction
  • 5. Fulfilling Basic Needs • The three psychological and emotional needs manifest into one or more of the following basic needs: – Quest – Learning – Task management – Determination – Competence – Thrill
  • 6. Identifying the Target Audience • The game motivation varies with the type of players. • While ideating for a game, it is important to identify the target audience or group of people for whom the game is meant. – Casual players – Hard-core players – Intermediary players – Professional players
  • 7. Identifying the Game Genres • Video games are classified into various genres based on the type of player’s interaction with the game called gameplay. • You decide the genre of the game based on the motivation and the target audience identified for the game.
  • 8. Common Genres • Action – First-person shooter (FPS) – Third-person shooter (TPS) • Adventure • Sports • Simulation • Role-playing game (RPG) • Fantasy • Card • Board • Education
  • 9. First-person Shooter vs. Third-person Shooter Halo 4 (FPS) Gunstringer (TPS)
  • 11. Identifying the Game Type • Games can be of various types: online or offline, single player or multiplayer, and console, PC, arcade, or mobile games. • “Game type” not used consistently. – Some take it to mean “genre – Some use it to refer to the “platform” – Others believe it means the “online status” • Some examples on the next slide…
  • 12. Selecting the Game Type • Common categorization methods: – Game Status (online, offline) – Number of players (one, two, many) • Single player games • Multiplayer games • Massively multiplayer online role-playing games – Gaming platform used (Console, PC, Mobile, Arcade)
  • 13. Platform Examples • Console: – Full size: Xbox 360, PlayStation 3, Nintendo Wii – Handheld: Nintendo 3DS, PlayStation Portable (PSP) • Mobile: – Windows Phone 8, iPhone, iPad, Amazon Kindle, various Android powered devices
  • 14. Platform Examples Console (Xbox 360) Arcade • [Prod: Please insert Figure01-11]
  • 15. Creating the Game Concept • Creating a game concept or conceptualizing your game means giving a concrete shape to your ideas for the game. • This process involves creating a mission statement, storyline, gameplay, and mechanics of the game.
  • 16. Parts of the Game Concept • The final objective of the game or the mission statement • The plot or the storyline • Various interactive and noninteractive elements of the game or the gameplay • The flow of the game or game mechanics
  • 17. The Game Concept Creation Process
  • 18. Writing the Mission Statement • The purpose behind writing a mission statement is to clearly pass on the idea of the game to the game production team. • A basic mission statement must answer three questions: – What is the objective of the game? – What challenges does the game present to the player? – How will the player achieve the objective?
  • 19. Writing a Good Mission Statement • To write a good mission statement, you need to ask yourself the following questions: – How should the player act and feel in the game? – What role should the player perform in the game? – Does the player have a well-defined objective? – What are the obstacles in achieving the objective?
  • 20. Missing Statement Tips • Involve everyone connected to the game and brainstorm together. Others also can provide useful insights. • Set aside several hours to work on your statement. • Make every word of the mission statement count. • Avoid making a generic mission statement.
  • 21. A Good Example • Example mission statement: – "Creating a game that will be set with challenges not just from your opponent, but also from nature. The only way to survive is to live, but remember that the tyrant is watching." – Objective: to survive against all odds – Challenges: an opponent player and elements of nature designed for the game – Method: live or ensure that the player’s character remains alive at the end of the game
  • 22. Creating a Storyline • The storyline of a game is the underlying plot that defines the flow of the game from start to finish. • A good storyline is the primary ingredient for creating an engaging game. • Parts: – Purpose: who, what, when, where, why & how – Complexity: add this in after you answer the purpose questions
  • 23. Common Storyline Mistakes • Too much dependence on lovable, friendly characters. – Carefully analyze your target audience to determine their likes and dislikes here. • Too many fetch quests. – Making the player go in circles just to make the game longer brings the story to a halt. • Overuse of “turnarounds”. – Making players return the same way they just traveled, often used with fetch quests.
  • 24. Conceptualizing the Gameplay • A gameplay describes various elements through which the player interacts with the game. • These include the visual theme and cinematic, objects and characters in the game, user interface, and the audio theme. • Gameplay is largely influenced by two things: game setting and the storyline of the game.
  • 25. Game Setting • Game setting: the procedures that players use for setting up or personalizing a game. • Examples: – Typing in the player’s personal information, such as the player’s name – Choosing the character that the player wants to play – Allowing players to design their avatars
  • 26. Storyline • The storyline is the birthplace of gameplay because the storyline sets the mood of the game. • A strong storyline creates an excellent game experience with various gameplay elements in the game.
  • 27. Gameplay Types • Linear: – The challenges are predetermined in a fixed sequence – The gamers have to follow the predetermined plot in this gameplay type – Halo 3, Call of Duty 4 • Nonlinear: – The challenges are posed to the player in multiple sequences – The gamers can choose their choice of path to victory – Borderlands, Alpha Protocol
  • 28. Gameplay Elements • While conceptualizing a game, you conceptualize the following gameplay elements: – Visual theme and cinematic – Objects – Characters – User interface (UI) – Audio theme
  • 29. Visual Theme • The visual theme helps set the stage for the game. – Creating a visual theme involves deciding a common background, color pallet, and effect for all the visual elements of the game, so that they all look like they belong to the same game. • The visual theme has to go hand-in-hand with the idea of the game. – For a reality-based game, you need to thoroughly research the background to create a visual theme.
  • 30. Cinematics • Cinematic or cut-scenes are sections in the game where the player does not have any control. • Before creating a cinematic sequence, you must outline the goals by answering the following questions: – Why must the player watch the cinematic elements? – What kind of reaction from the player is the cinematic intended to elicit? – Will the cinematic inform the player about the game and the characters? – Do you want the cinematic to showcase the game’s graphics?
  • 31. Objects • Objects are the visual elements of a game that complete a scene in the game and make it look real. – In a car racing game, all the elements that constitute a gas pump where the car stops to take fuel are objects. • The player may or may not be able to interact with all the objects. – The player may be able to click the hose to fill up the car but may not be able to swipe the credit card machine placed in the scene.
  • 32. Characters • The character in a game represents the player. – The player should be able to recognize and identity with the character. • Answering these questions will help you create your character’s persona: – How will the physique of the character be? – What does the character eat? – Where does the character live? – What is the character’s routine? – How does the character behave when angry or surprised? – Does the character have a unique catchphrase? – How does the character feel about the game situation? – Who is the character: villain, hero, mentor, ally, or some other?
  • 33. User Interface (UI) • User interface (UI) is a collective term referring to the onscreen elements through which a player interacts with the game. • The UI helps the player access information about the game world and the status of his or her character. • The UI elements in a game include: – Menus – UI components (for example, different character avatars) – Text – Icons – Layout – Color
  • 34. User Interface: Good vs. Bad Good User Interfaces • A well-designed UI makes the game easier to play. • The player can easily assess the situation and respond accordingly. • The player can focus on the game itself and not the interface, thus increasing enjoyment of the game. Bad User Interfaces • A poorly designed UI makes it harder for the player to identify what needs to be done or what resources are available • This results in frustration for the player and ruining of what might otherwise be a good game.
  • 35. Well Designed UI Characteristics • Intuitive • Responsive • Customizable • Relevant • User friendly
  • 36. Audio Theme • A great game depends on a great audio theme. • To choose the best audio theme, you need to consider the following questions: – Will each character have a unique voice? – How does the characters’ sound or dialogs function in the game? – What types of music work best with the game? – Where in the game will the music play? – What types of sound effects work best in the game?
  • 37. Defining the Game Mechanics • Game mechanics is all about how a game operates. – Game rules, challenges, activities to be performed, goals required to win the game • All games have the same mechanics; only their complexity differs. • Consider each of the following elements of game mechanics in your conceptualization: – Quest, task, activities, how to gin, game
  • 39. Common Game Mechanics • Quest: – Kill quest, collection quest, target quest • Tasks: – Like a quest, but may not always yield a reward • Activities: – Loss avoidance, eliminating opponents, logic, races, scoring
  • 40. Recap • Identifying the Motivation • Identifying the Target Audience • Identifying the Game Genre • Identifying the Game Type • Writing the Mission Statement • Creating a Storyline • Conceptualizing the Gameplay • Defining the Game Mechanics

Hinweis der Redaktion

  1. Tip: Add your own speaker notes here.
  2. Tip: Add your own speaker notes here.
  3. Tip: Add your own speaker notes here.
  4. Tip: Add your own speaker notes here.
  5. Tip: Add your own speaker notes here.
  6. Tip: Add your own speaker notes here.
  7. Tip: Add your own speaker notes here.
  8. Tip: Add your own speaker notes here.
  9. Tip: Add your own speaker notes here.
  10. Tip: Add your own speaker notes here.
  11. Tip: Add your own speaker notes here.
  12. Tip: Add your own speaker notes here.
  13. Tip: Add your own speaker notes here.
  14. Tip: Add your own speaker notes here.
  15. Tip: Add your own speaker notes here.
  16. Tip: Add your own speaker notes here.
  17. Tip: Add your own speaker notes here.
  18. Tip: Add your own speaker notes here.
  19. Tip: Add your own speaker notes here.
  20. Tip: Add your own speaker notes here.
  21. Tip: Add your own speaker notes here.
  22. Tip: Add your own speaker notes here.
  23. Tip: Add your own speaker notes here.
  24. Tip: Add your own speaker notes here.
  25. Tip: Add your own speaker notes here.
  26. Tip: Add your own speaker notes here.
  27. Tip: Add your own speaker notes here.
  28. Tip: Add your own speaker notes here.
  29. Tip: Add your own speaker notes here.
  30. Tip: Add your own speaker notes here.
  31. Tip: Add your own speaker notes here.
  32. Tip: Add your own speaker notes here.
  33. Tip: Add your own speaker notes here.
  34. Tip: Add your own speaker notes here.
  35. Tip: Add your own speaker notes here.
  36. Tip: Add your own speaker notes here.
  37. Tip: Add your own speaker notes here.
  38. Tip: Add your own speaker notes here.