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22 GameDesign
22 GameDesign
2
Game Design
Overview
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The Language of Games
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The Language of Games
Why do we play?
What is the nature of games?
– Not our focus in this class
How is a game formed of parts?
– That’s what we care about here!
Computer games are an art form
– The art of making interactive dynamic models!
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Games Exist in a Frame
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A Player-Game Model
A model of the player – game relationship
PLAYER GAME
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Play Mechanics
Gameplay
– Feelings of playing a particular game
– Activities engaged in a particular game
(Play/game) Mechanics
– Specific to game activities
– “What the player does”
– “Core Mechanics” are the central activities
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Seven Stages of Action
(Don Norman, DOET)
T HE GAME
Intention Sequence of Execution of
to act action action sequence
Goals
Execution Evaluation
– Intention to act – Evaluating
– Sequence of action interpretations
– Interpreting perceptions
– Execution of action
– Perceiving states
sequence
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Designer and Player Models
Systems are built from designer mental models
– Design models may only anticipate player goals
Players build mental models from mechanics
– Based on interactions
Design User's
Model Model
System Image
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Goals and Objectives
Find sword Find sword
Kill dragon Rescue dragon
Rescue princess Kill princess
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Premise Sets Context for Model
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Player Strategy
Situation Action Result
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Norman, again (DOET = Design
of Everyday Things)
Norman’s five principles of design
– Visibility
• Making the parts visible
– Mappings
• Understandable relationships between controls and actions
– Affordances
• The perceived uses of an object
– Constraints
• Prevent the user from doing things they shouldn’t
– Feedback
• Reporting what has been done and accomplished
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Systems Design
Two general approaches to design
– Special case
• Experiences built one scene/level at a time
• Anticipate states while pre-scripting events
• Solved by discovering the intentions of the designer
– Systemic
• General behaviors are designed
• Scenes/Levels are specific configurations
• Some events may still be pre-scripted
• Solved by understanding the system
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Systems and Dynamics
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Systems and Feedback
Positive feedback Negative feedback
– Destabilizes the game – Stabilizes the game
– Rewards the winner – Forgives the loser
– Can end the game – Prolongs the game
– Magnifies early successes – Magnifies late successes
goal
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Design is all about Working within
Constraints!
E.g., Platform
– General description of hardware and software
E.g., Game Saves
– Save triggers
– Save-anywhere
– Save points
– Coded text saves
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Design to Different Audiences
Why We Play Games – Nicole Lazzaro
– Internal experience
• Enjoyment from visceral activities
– Hard fun
• Challenge of strategy and problem solving
– Easy fun
• Intrigue and curiosity – exploration and adventure
– Social experience
• Stimulating social faculties – competition, teamwork, bonding, and
recognition
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Rest of Chapter
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