fundamentals of game design game play

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FUNDAMENTALS OF GAME DESIGN GAME PLAY Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba) http://sayed.justetc.net http://www.justETC.net Presented at the University of Winnipeg, Canada s a y e d @ j u s t e t c . n e t W w w . J u s t E T C . n e t Just E.T.C for Business, Education, and Technology Solutions 1

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Presented at the University of Winnipeg, Canada. Just E.T.C for Business, Education, and Technology Solutions. Fundamentals of Game Design Game Play. Sayed Ahmed BSc . Eng. in CSc . & Eng . (BUET) MSc . in CSc . (U of Manitoba) http://sayed.justetc.net http://www.justETC.net. Topics. - PowerPoint PPT Presentation

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Page 1: Fundamentals of Game Design Game Play

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FUNDAMENTALS OF GAME DESIGNGAME PLAY

Sayed AhmedBSc. Eng. in CSc. & Eng. (BUET)MSc. in CSc. (U of Manitoba)http://sayed.justetc.nethttp://www.justETC.net

Presented at the University of Winnipeg, Canada

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Just E.T.C for Business, Education, and Technology Solutions

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TOPICS Definition of Gameplay How we make games fun

Some things that you need to be aware of Principles you need to observe

Important ideas related to gameplay Hierarchy of challenges The concepts of skill, stress, and difficulty

Types of challenges that games offer How you might present them Mistakes you should avoid How to adjust their difficulty

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TOPICS Actions

Common types of actions found in games When and how to save a game Summary

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MAKING GAME FUN Through gameplay

Through story Execution matters more than innovation

Avoid things that reduces fun Aspects of game development that

contribute to fun Avoiding elementary errors Tuning & polishing Imaginative variations on the Game’s Premise True design innovation

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ASPECTS CONTRIBUTING TO FUN Avoiding elementary errors

Avoid bad programming, bad music and sound, bad art, bad user interfaces, and bad game design

Tuning & polishing Pay attention to details, get everything perfect

Imaginative variations on the Game’s Premise Take basic elements of the game and construct

enjoyable experience Level designers may help

True design innovation 5% of fun, game’s original idea and subsequent

decisions

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FINDING THE FUN FACTOR Game play comes first Get a feature right or leave it out Design around the player Know your target audience Abstract or automate parts of the simulation

that are not fun Be true to your vision Strive for harmony, elegance, and beauty

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FINDING THE FUN FACTOR Game play comes first

Fun things to do Get a feature right or leave it out

Don’t ship games with broken feature Better leave that feature

Design around the player Examine every decision from the player’s point of

view If you lose sight of the player, you lose fun

Know your target audience Hard to make games that appeal to mass market Find a niche, and know what they want, and what

they think is fun

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FINDING THE FUN FACTOR Abstract or automate parts of the simulation

that are not fun Racing games – casual gamer -Changing a tire is

not fun (provide abstraction) Hardcore racing fan – may be changing tire is

fun Be true to your vision

Be stick to your original idea and goal If you are making sailing simulation – don’t add

power boats Strive for harmony, elegance, and beauty

Absence of Aesthetic qualities diminish the fun to some extent

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ww.JustETC.netHANDLING AND PRESENTING CHALLENGESHierarchy of challenges

How the hierarchy affects the players’ experience

and what that means for game designInforming the player about challengesAtomic, highest level, and the intermediate challenges

Simultaneous atomic challengesSkill, stress, and absolute difficulty

Intrinsic skill, Stress, Absolute Difficulty

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HIERARCHY OF CHALLENGES Atomic challenges Sub missions Missions Ultimate goal Lowest level challenges are called atomic

challenges Atomic challenges make up sub-missions, sub-

missions make up missions and missions make up the ultimate goal

Design your game Create the hierarchy Decide what challenges the player will face

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ww.JustETC.netINFORMING THE PLAYER ABOUT CHALLENGES Explicit challenges Implicit challenges In general, games give explicit instructions

on Topmost level : victory condition, may be for

each level Bottommost level Leave intermediate levels for her discovery

Tutorial levels How to meet those atomic challenges

In story telling games You may want to keep the outcome a surprise Detective stories

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INTERMEDIATE CHALLENGES Keep these to be explored by the player Provide multiple ways of victory

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SIMULTANEOUS ATOMIC CHALLENGES As a designer, you should

Design the hierarchy of challenges Decide how many of them the player will face at once

Vertically up Bottom

More simultaneous atomic challenges with time pressure The more stressful will be the game

The more different levels of challenge, he will have to think at once The game becomes more complex and mentally

challenging Example: Simcity, action games

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SKILL, STRESS, ABSOLUTE DIFFICULTY Intrinsic skills

Unlimited amount of time Stress

When the challenge includes time pressure Quick reflex, quick mind Tetris – stressful Physical stress

Moderate them Time to rest Some player like this

Absolute Difficulty Complex skills required Tremendous time pressure

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COMMONLY USED CHALLENGES Physical coordination challenges Speed and reaction time Accuracy and precision Intuitive understanding of Physics Timing and rhythm Combination moves Logic and Mathematical Challenges

Formal logic puzzles Mathematical Challenges

Races and time pressure Factual knowledge challenges Memory challenges

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COMMONLY USED CHALLENGES Pattern recognition challenges Exploration challenges

Spatial awareness challenges Locked doors Traps Mazes and illogical spaces Teleporters Finding hidden objects

Conflict Strategy

Tactics

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COMMONLY USED CHALLENGES Logistics Survival and reduction of enemy forces Defending vulnerable items or units Stealth Economic challenges

Accumulating resources Achieving Balance Caring for living things

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COMMONLY USED CHALLENGES Conceptual Reasoning and Lateral Thinking

Puzzles Conceptual reasoning Lateral thinking

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ACTIONS Actions for Gameplay

Give Limited number of actions To reduce UI To reduce large number of animations

Defining your actions Actions that Serve other functions

Unstructured play Actions for creation & self expression Actions for socialization Actions to participate in the story Actions to control the game software

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DEFINING YOUR ACTIONS Define the actions that you will implement Think about what the player will do in the game

Drive a car Finer details: press accelerator, shift gears

The challenges he will face Start with atomic challenges Allowed actions to overcome those challenges for

each atomic challenge Think about intermediate and higher level

challenges Can those be over comed with the challenges that

you have defined Consider actions unrelated to games

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Include some fun to perform actions that don’t address any challenges

Move around, horn beep for car racing Actions for creation and self-expression

Customizing the avatar Construction games – creative play than game play

Actions for socialization Players of the multiplayer games need to chat

Actions to participate in the story Interactive dialogs – take part in the story May not address any challenge

Actions to control the game software Adjust the virtual camera Pause and save the game

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SAVING THE GAME Save the Game

Snapshot of the game world and all the particulars Even customizations made by the player

Reasons for Saving a Game Allowing the player to leave the game and return to it

later Most important reason

Letting the player recover from disastrous mistakes For example, death of the avatar Arcade games – multiple life (sometimes console action

games) Role playing and adventure – just reload the game (one life)

Encourage the player to explore alternate strategies Strategic games, save, try a different strategy, come back if

the strategy does not work

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IMMERSION AND STORYTELLING Consequences for Immersion & storytelling

Saving games is not always beneficial to the player’s experience

The saving act takes him out of the game world Harms the player’s immersion Harms the illusion that the player inhabits a fantasy

world When you allow the player to repeat the past

You acknowledge the unreality of the game world

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WAYS OF SAVING A GAME Passwords Save to a file or Save slot Quick-Save Automatic Save & checkpoints

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WAYS OF SAVING A GAME Passwords

At the end of a level, give the user a password to start next level

He can decide to play the next level at a later time No saving in the middle

Save to a file or Save slot Allow saving using the file system Prevents immersion Salvage the immersion by referring the file system as journals

and provide appropriate UI – kept in a book Quick-Save

Fast games offer quick save Press a button and save – does not harm immersion a lot Single button press to reload as well Disadvantages

One slot, can be overcomed by numbered slots

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WAYS OF SAVING A GAME Automatic Save & checkpoints

Automatically save the player when the player exits Does not harm the immersion

But no way to recover from a recent or past disaster Games save when the player passed a

checkpoint May or may not be visible to the player Less disruptive than quick-saving The player may be able to recover a disaster provide

that the disaster happened after the most recent checkpoint

Worse than quick save: considering player centric [though provides better immersion]

You may offer optional checkpoints Saving at will is preferable

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TO SAVE OR NOT TO SAVE Some designers don’t allow to save the game

At certain region/point Or don’t allow saving a lot The logic behind this is:

The player is winning the game not because of his/her skills but with trial and error

It allows the user to avoid undesirable random events It prevents the immersion of the game

Other designers argue that Preventing to save adds difficulty not fun To make games harder, you can make the challenges harder The player should not be forced to play the entire game just

because he has made a mistake near the end Wastes players’ time and [not good for fun] Causes frustration and boredom Not a player centric game design

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TO SAVE OR NOT TO SAVE You may not like the saving and reloading But the player does not play (or buy) to make

you feel good He may have legitimate reasons to save the

game The notion that allowing saving the game

makes the game easy – make the player your opponent Not a player centric design If the players’ want, you should allow saving Most players want this Most games now recognize that

Players want and sometimes need To cheat by offering cheat codes anyway

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TO SAVE OR NOT TO SAVE You should not penalize the player just

because he has to go the washroom You may think about advantages and

disadvantages and decide But do let the player save the game, and

preferably whenever and wherever he want Now to save or not to save – leave it to the

player But the player has the fundamental right to

stop playing without losing whatever he has accomplished

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SUMMARY Gameplay is the heart of the game’s

entertainment With the information that we discussed

You will be able to analyze the gameplay of most of the games in the market

You will also be able to design games offering similar kinds of challenges and actions