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    Game Architecture

    and ProgrammingBE INFT (Sem VIII)

    By Prof R V

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    Chapter 1 Core Design

    A game involves

    - number of players

    - a set of strategies (plan that describes what aplayer will do in every possible situation) for

    each player

    - a payoff that quantitatively describe outcomeof each play of the game

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    Game Design Principles

    1) Game design should be kept simple.

    2) Every game should be unique.

    3) Effective representation to bring out real lifeenvironment.

    4) It should include social features ( two or more

    players)5) Playing game should be fun.

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    Game Design Process

    Skill Set Required : Creativity, Craft, TechniqueBuildthe concept

    1) Get an idea

    2) Build game concept3) Create goal

    4) Create emotional experience for player

    Creatinggamespecification

    1) Write design document

    2) Build prototype

    3) Iterate (Using appropriate life cycle model)

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    Build the Concept1) Getanidea

    - sources of idea can be dreams and inspirations,

    imagination and passions

    - can be by past experience, movies, novels etc.

    - idea can be proposed using BrainstormingSessions

    - document the idea in form of game description

    - evaluate using parameters like originality andpotential audience

    - finally the high level management check called

    synergy check

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    2) Build GameConcept

    - Game is said to be good if player can win by

    doing unexpected things.

    - This surprise and delight factor encourages

    player to employ strategies

    Broadgamegenres

    - Action (use many buttons / keys)

    - Adventure (Story is important)

    - Puzzle (Analytical Thinking)- Education (Learn by doing)

    - Strategies (Non-trivial choice making)

    A game may have more than one of these genres.

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    What a game is not

    A bunch of cool features A lot of fancy graphics

    A series of challenging puzzles

    An intriguing setting and story

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    Cool Features

    Cool features do not themselves, make thegame.

    After a point, cramming in extra features juststarts to damage the elegance of the gameplay.

    This tendency to add unnecessary features,

    commonly known as gold plating, is alwaysthe result of somebody, at some point,deciding those features would be cool.

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    Fancy Graphics

    Fancy graphics will not save the product if the

    core creativity and quality is lacking.

    The danger with fancy graphics is that theycan distract the development teams attention

    from putting any depth into the game.

    Fancy graphics are never discouraged but the

    game has to be able to work without them.

    Movies with $100 million do fail without a good script

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    Setting and Story

    A good setting encourages immersion and a

    good story draws the player in and impels him

    through the action. But, again, it will add up to

    nothing if the game play isnt there.

    Another thing to avoid is using the game as a

    vehicle to tell a storyanother symptom of

    Frustrated Author Syndrome

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    3) Createagoal

    The probable goals are

    - Collect something (point-scoring games, and so on)

    - Gain territory (the classic war game from Goonwards)

    - Get somewhere first (a race, either literally orfigurativelyfor example,

    an arms race)

    - Remove a series of obstacles (by beating opponents,finding keys to open new areas, and so on)

    - Discovery (exploration or problem-solvingveryrarely ends in themselves)

    - Eliminate other players

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    In most role-playing games (RPGs), we earn

    experience points to spend on improving ourcharacters skills, attributes, and spells.

    In strategy games, we gather resources tospend on new units and upgrades.

    In adventure games, we collect items to use

    in later puzzles.

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    Few games involve just one type of objective like Ageof Empires

    When designing multiple objectives into the game,they must interact with each other or they should bewell integrated.

    Otherwise, it will be really designing two or more

    games in parallel and the parts will not combine tobecome a whole.

    We are about to start documenting our vision of thegame. We should analyse the following questions:

    What are the aims of the game?

    How will players achieve those aims?

    What will the game be like to play?

    What are key features that will create game play?

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    (4) Createemotionalexperience for theplayer

    - Emotional experience must match game goal

    otherwise player would not enjoy

    - Player must get addicted to game so use cool

    graphics, fast actions, stimulating steps or

    complex strategies

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    Following features can be defined as follows:

    1) Score - Player expect more from game experience thanmere score so add levels, challenges and reward for them whichincreases the interest

    2) Moves - Controlling virtual athlete in sports game or

    vehicle in racing game requires a steady practiced hand

    - There must be some tricky moves which player can master

    3) Explore levels - To encourage exploration hide somegame levels, as player moves through levels, new hidden areas

    can be unlocked

    - In racing games, additional cars are available only when players

    acquires trophies

    - Some games get tougher as player wins initial levels.

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    Creating The Game Spec

    Features

    Gameplay

    Interface Rules

    Level design

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    Features

    Features are what make our game different

    from any other game, and this is one reason

    why features are a good place to start

    Feature based description of game is better

    than rule based as features are emergent from

    rules (story next slide : the preacher converts enemy warrior on their side )

    Rules are bound to change but features

    endure

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    Example of

    emergence

    Our preacher can convert enemy warriors on our side (Rule)

    But feature emergent from this is our defense must be managed and

    converted warriors should be moved behind the preachers. So that preachers

    can also convert second wave of enemy.

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    Types of features

    Some features are vital to make the game

    work properly

    Some features enhance our enjoyment of thegame but have no effect on the way the game

    is played.

    Some features are game play substitutes. They

    dont enhance the game in any way

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    Game Play

    Description of anticipated gameplay in the game

    spec serves three purposes:

    It explains to the developers how the game issupposed to work.

    It provides a vision statement that can be

    referred to throughout development.

    It helps us focus on which features are integral

    and which are chrome

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    Interface

    Always remember what the interface is for. It

    isnt just there to look pretty; its primary

    function is to help the player play the game

    It should be intuitive and icons should be kept

    to a minimum.

    Its one of those things that should be tested

    and tested until everyone is happy with it.

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    Rules

    At this stage, we can only guess at some of the

    rules which creates game for us

    That again stresses the point thatdevelopment process must be iterative

    We may see the rules added interacts in

    unexpected way with the rules already in

    place, so the change is needed

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    Level Design

    Level design affects the core gameplay

    Level design contributes greatly to the style,

    background, and story line of the game. The way the levels are constructed can either

    enhance the inherent gameplay or detract

    from it.

    Level design should not be used to cover

    deficiencies in the gameplay.

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    Game spec should specify how game levels can

    complement core game design

    Game spec will be used by level designers which

    may not have accurate picture of how we expect

    game to play

    Level design should not be restricted to be linear

    as it prevents possibility of strategic thinking

    A good game should allow for tactics which may

    even be with the help of non-linear level design

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    Example of a Game Spec

    Let us look at the bare bones of the

    Warrior Kingsgame spec in Case Study.