game design week – 1 definition / history / elements

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GAME DESIGN Week – 1 Definition / History / Elements

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Page 1: GAME DESIGN Week – 1 Definition / History / Elements

GAME DESIGNWeek – 1

Definition / History / Elements

Page 2: GAME DESIGN Week – 1 Definition / History / Elements

Book Chapters

CHAPTER 3 & 4

CHAPTER 1

Page 3: GAME DESIGN Week – 1 Definition / History / Elements

What is a game?

Play is the aimless expenditure of exuberant energy.

– Friedrich Schiller

Play refers to those activities which are accompanied by a state of comparative pleasure, exhilaration, power, and the feeling of self-initiative.

– J. Barnard Gilmore

Play is whatever is done spontaneously and for its own sake.

– George Santayana

A game is a closed, formal system, that engages players in structured conflict, and resolves in an unequal outcome.

– Tracy Fullerton, Chris Swain, and Steven Hoffman

Page 4: GAME DESIGN Week – 1 Definition / History / Elements

What is a game?

Q1. Games are entered willfully.

Q2. Games have goals.

Q3. Games have conflict.

Q4. Games have rules.

Q5. Games can be won and lost.

Q6. Games are interactive.

Q7. Games have challenge.

Q8. Games can create their own internal value.

Q9. Games engage players.

Q10. Games are closed, formal systems.

Page 5: GAME DESIGN Week – 1 Definition / History / Elements

Before the Arcades

The first electronic games were played at military bases and universities.

Page 6: GAME DESIGN Week – 1 Definition / History / Elements

The Arcade Phenomenon

Asteroids

Galaxian

Pac-Man

Page 7: GAME DESIGN Week – 1 Definition / History / Elements

The Birth of Console Games Atari VCS2600 / ColecoVision

The original Atari ultimately failed (as did Coleco) – but it was given a second chance after Hasbro (which acquired Atari in 1998) was taken over by

Infogames, which gave the Atari name a “reboot.”

Page 8: GAME DESIGN Week – 1 Definition / History / Elements

The Video Game Slump & a New Golden Age Nintendo / Sega / Sony

Game Boy

Sega Master System PlayStation

Page 9: GAME DESIGN Week – 1 Definition / History / Elements

The Personal Computer Revolution Mainframes & Text Adventures

Page 10: GAME DESIGN Week – 1 Definition / History / Elements

The Personal Computer Revolution Apple / C64

Page 11: GAME DESIGN Week – 1 Definition / History / Elements

Multiplayer Meets the Online Elite MUDs

Page 12: GAME DESIGN Week – 1 Definition / History / Elements

Mobile & Handheld Games

Nintendo DS

PlayStation PortableN-Gage

Page 13: GAME DESIGN Week – 1 Definition / History / Elements

ConvergenceIndustry Segments Come Together

Page 14: GAME DESIGN Week – 1 Definition / History / Elements

Four Elements

Mechanics: These are the procedures and rules of your game. Mechanics describe the goal of your game, how players can and cannot try to achieve it, and what happens when they try. If you compare games to more linear entertainment experiences (books, movies, etc.), you will note that while linear experiences involve technology, story, and aesthetics, they do not involve mechanics, for it is mechanics that make a game a game. Dynamics are the run-time behavior of the mechanics acting on player input and "cooperating" with other mechanics.

Story: This is the sequence of events that unfolds in your game. It may be linear and pre-scripted, or it may be branching and emergent. When you have a story you want to tell through your game, you have to choose mechanics that will both strengthen that story and let that story emerge. Like any storyteller, you will want to choose aesthetics that help reinforce the ideas of your story, and technology that is best suited to the particular story that will come out of your game.

Page 15: GAME DESIGN Week – 1 Definition / History / Elements

Four Elements

Aesthetics: This is how your game looks, sounds, smells, tastes, and feels. Aesthetics are an incredibly important aspect of game design since they have the most direct relationship to a player’s experience. When you have a certain look, or tone, that you want players to experience and become immersed in, you will need to choose a technology that will not only allow the aesthetics to come through, but amplify and reinforce them.

Technology: We are not exclusively referring to “high technology ” here, but to any materials and interactions that make your game possible such as paper and pencil, plastic chits, or high-powered lasers. The technology you choose for your game enables it to do certain things and prohibits it from doing other things. The technology is essentially the medium in which the aesthetics take place, in which the mechanics will occur, and through which the story will be told.

Page 16: GAME DESIGN Week – 1 Definition / History / Elements

GAME DESIGNWeek – 1

Definition / History / Elements