By Mr.S.Selvaraj Asst. Professor (SRG) / CSD Kongu Engineering College Perundurai, Erode, Tamilnadu, India
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iting Game Thanks to and Resource from : Dr. Claudio Scolastici, David Nolte, “Mobile Gamess Design Essentials”, 2013 Unit Wise Syllabus – GD
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iting Gamess Unit 2 : Contents (ch 4, 5 and 6) • Working with Dramatic Elements (ch 4) – Challenge – Play • Working with System Dynamics (ch 5) – Games as Systems – System Dynamics – Interacting with Systems • Designing a Game (ch 6) – Conceptualization • Coming up with Ideas • Brainstorming Skills • Alternative Methods • Editing and Refining 06/16/2024 • Turning Ideas into20CDT62 a Game_ GD _ UNIT II _ Designing and Ed 3 iting Gamess Formal Elements • Formal Elements: 1. Players 2. objective 3. Procedures 4. Rules 5. Resources 6. Conflict 7. Boundaries 8. Outcome 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 4 iting Gamess Dramatic Elements • Dramatic elements give context to gameplay, overlaying and integrating the formal elements of the system into a meaningful experience. • Basic dramatic elements, like challenge and play, are found in all games. • More complicated dramatic techniques, like premise, character, and story, are used in many games – to explain and enhance the more abstract elements of the formal system, – creating a deeper sense of connection for the players and – enriching their overall experiences.
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iting Gamess Working with Dramatic Elements • Dramatic Elements: 1. Challenge 2. Play 3. Premise 4. Character 5. Story
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iting Gamess Exercise 4.1: Making Checkers Dramatic • The game of checkers is very abstract: There is no story, no characters, and no compelling reason why you would want to capture all of your opponent’s pieces, except for the fact that it’s the objective of the game. For this exercise, devise a set of dramatic elements for checkers that make the game more emotionally engaging. For example, you might create a backstory, give each piece its own name and distinctive look, define special areas on the board, or whatever creative ideas you can think of to connect the players to this simple, abstract system. Now play your new game with friends or family and note their reactions. How do the dramatic elements improve or detract from the experience? 20CDT62 _ GD _ UNIT II _ Designing and Editing Gamess 06/16/2024 7 Checkers Game
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Exercise 4.2: Dramatic Games
• Name five games that you find dramatically
interesting. What is it about those games that you find compelling?
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Challenge • challenge is very individualized and is determined by the abilities of the specific player in relationship to the game. • challenge is also dynamic.
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iting Gamess Mihaly Csikszentmihalyi – Flow Theory • Csikszentmihalyi created a theory called “flow” that is illustrated in Figure. When a person begins performing an activity, they usually have a low level of ability. • If the challenge of the activity is too high, they will become frustrated. As they continue on, their ability rises, however, and if the challenge level stays the same, they will become bored.
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iting Gamess Challenge Elements • A Challenging Activity That Requires Skill • The Merging of Action and Awareness • Clear Goals and Feedback • Concentration on the Task at Hand • The Paradox of Control • The Loss of Self-Consciousness • The Transformation of Time • Experience Becomes an End in Itself 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 12 iting Gamess Exercise 4.3: Skills
• List the types of skills required by the games you
enjoy. What other types of skills do people enjoy that you could incorporate into the games you design?
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Exercise 4.4: Goals and Feedback
• Pick three games and list the types of feedback
generated in each. Then describe how the feedback relates to the ultimate goal of each game.
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Play • Play can be thought of as freedom of movement within a more rigid structure. • In the case of games, the constraints of the rules and procedures are the rigid structure.
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iting Gamess Play • Types of Play • Types of Players • Levels of Engagement
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iting Gamess Types of play • Types of Play 1. Competitive play, or agôn 2. Chance-based play, or alea 3. Make-believe play, or mimicry 4. Vertigo play, or ilinx
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iting Gamess Types of Players 1. The Competitor: Plays to best other players, regardless of the game 2. The Explorer: Curious about the world, loves to go adventuring; seeks outside boundaries— physical or mental 3. The Collector: Acquires items, trophies, or knowledge; likes to create sets, organize history, etc. 4. The Achiever: Plays for varying levels of achievement; ladders and levels incentivize the achiever 5. The Joker: Doesn’t take the game seriously—plays for the fun of playing; there’s a potential for jokers to annoy serious players, but on the other hand, jokers can make the game more social than competitive 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 18 iting Gamess Types of Players 6. The Artist: Driven by creativity, creation, design 7. The Director: Loves to be in charge, direct the play 8. The Storyteller: Loves to create or live in worlds of fantasy and imagination 9. The Performer: Loves to put on a show for others 10. The Craftsman: Wants to build, cra , engineer, or puzzle things out 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 19 iting Gamess Exercise 4.5: Player Types
• For each player type described above, list a game
you know that appeals to that variety of player. What type of player do you tend to be?
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Levels of Engagement • In addition to thinking about categories of play and types of players, the level of engagement can also vary; not all players need to participate at the same level to find the same enjoyment. • It depends on – Player Age – Game Genre – Gamming Platform
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iting Gamess Unit 2 : Contents (ch 4, 5 and 6) • Working with Dramatic Elements (ch 4) – Challenge – Play • Working with System Dynamics (ch 5) – Games as Systems – System Dynamics – Interacting with Systems • Designing a Game (ch 6) – Conceptualization • Coming up with Ideas • Brainstorming Skills • Alternative Methods • Editing and Refining 06/16/2024 • Turning Ideas into20CDT62 a Game_ GD _ UNIT II _ Designing and Ed 22 iting Gamess Working with System Dynamics • Games as Systems • System Dynamics • Interacting with Systems
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iting Gamess Games as Systems
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iting Gamess Games as Systems • Systems can be found in many different forms. They can be mechanical, biological, or social in nature, among other possibilities. • Games are also systems. At the heart of every game is a set of formal and dramatic elements. • The goal of a game is to entertain its participants. • Systems can be simple or complex. • Systems can produce precise, predictable results, or they can produce widely varied, unpredictable effects. • What type of system is best for your game? 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 25 iting Gamess Games as Systems • The basic elements of systems are – Objects – Properties – Behaviors – Relationships • Objects within the system interact with each other according to their properties, behaviors, and relationships, causing changes to the system state. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 26 iting Gamess Objects • Objects are the basic building blocks of a system. • Systems can be thought of as a group of interrelated pieces called objects, which can be physical, abstract, or both, depending on the nature of the system. • Examples of objects in games might be – individual game pieces (such as the king or queen in chess), – in-game concepts (such as the bank in Monopoly), – the players themselves, or representations of the players (such as the avatars in an online environment) – Areas or terrain can also be thought of as objects – The squares on a grid board or the yard lines on a playing field • Objects are defined by their properties and behaviors. • They are also defined by their relationships with other objects. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 27 iting Gamess Properties • Properties are qualities or attributes that define physical or conceptual aspects of objects. • Generally these are a set of values that describe an object. • For example, – the attributes of a chess piece include its rank (king, queen, bishop, knight, rook, pawn), – its color (white or black), and – its location.
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iting Gamess Properties -Example • The simplest types of game objects have very few properties, and those properties do not change based on gameplay. • An example of this type of object would be the checkers in a checker game. • Checkers have only three properties: color, location, and type. – While the location of checkers changes, their color never does. – The type of checker can change from “normal” to “king” if it reaches the other side of the board. • These three properties completely define the state of each checker within a game.
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iting Gamess Properties - Example • Properties of a character from Diablo game - health, strength, dexterity, experience, level,
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iting Gamess Exercise 5.1: Objects and Properties • Choose a board game you have at home in which you are able to clearly identify the objects and their properties. Strategy board games often have objects with properties that are easy to identify. Make a list of all of the objects and their properties in the game you have chosen.
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Behaviors • Behaviors are the potential actions that an object might perform in a given state. • Example: – The behaviors of the bishop in chess include moving along any of the diagonals radiating from its current position until it is blocked by or captures another piece. – The behaviors of the role-playing character described previously might include walking, running, fighting, talking, using items, etc. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 32 iting Gamess Exercise 5.2: Behaviors
• Take the list of objects and properties you created
in Exercise 5.1 and add a description of the behaviors for each object. Consider all behaviors in different game states.
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Relationships • Systems also have relationships among their objects. • If there are no relationships between the objects in question, then you have a collection, not a system. • For example, – a stack of blank index cards is a collection. If you write numbers on the cards or mark them in several suits, then you have created relationships among the cards. – Removing the “3” card from a sequence of 12 will change the dynamics of a system that uses those cards.
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iting Gamess Relationships - Example • Checker Game: • An example of a relationship that changes during gameplay is the movement of the checkers on our checkerboard: – Pieces move toward the other side of the board, – jumping and capturing the opponent’s pieces along the way. – As they do so, their relationship to the board and to the other pieces on it continually changes.
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iting Gamess Exercise 5.3: Relationships
• Take the list of objects, properties, and behaviors
you created in Exercises 5.1 and 5.2 and describe the relationships between each object. How are these relationships defined? By position? By power? By value?
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System Dynamics
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iting Gamess System Dynamics • Exactly how the dynamics of any given game system are affected by the properties, attributes, and relationships of its objects is difficult to generalize. • A good way to understand how these elements can affect each other is to look at some example systems—ranging from very simple to fairly complex —that exhibit various types of dynamic behavior. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 38 iting Gamess System Dynamics • Tic-tac-toe • Chess
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iting Gamess Tic-tac-toe
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iting Gamess Type of Game Structure
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iting Gamess Exercise 5.4: System Dynamics • Now let’s take the game you have been working with in Exercises 5.1, 5.2, and 5.3 and see how we can change the system dynamics by experimenting with the properties, behaviors, or relationships of its core objects. • For example, if you chose a game like Monopoly, change the prices, placement, and rent of every property on the board or change the rules for movement. How you change these things is up to you, but make significant changes. • Now play the game. What happens? Did your changes affect the balance of the game? Is the game still playable? • If the system is still playable, make another change. For example, take out all the “positive” Chance cards in Monopoly and leave in only “negative or neutral” cards. Play the game again. What happens? • Continue doing this exercise until the game is no longer playable. • What was the crucial change you made? Why do you think that change finally broke the game? 20CDT62 _ GD _ UNIT II _ Designing and Editing Gamess 06/16/2024 42 System Dynamics • Economies • Simple Bartering • Complex Bartering • Simple Market • Complex Market • Metaeconomy • Emergent Systems
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iting Gamess Interacting with Systems
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iting Gamess Interacting with Systems • Games are designed for player interaction, and the structures of their systems are integrally related to the nature of that interaction. • Some of the things that need to be considered when designing for interaction are: – How much information do players have about the state of the system? – What aspects of the system do players control? – How is that control structured? – What type of feedback does the system give the players? – How does this affect the gameplay?
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iting Gamess Information Structures Types • Open IS • Hidden IS • Mixed or Dynamic IS
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iting Gamess Exercise 5.6: Hidden Information • Many strategy games have open information structures that allow the players access to perfect information about the game state. Examples are chess, checkers, Go, mancala, etc. Take a game with an open information structure and change the system so that there is an element of hidden information. You might need to add new concepts to the game to accomplish this. Test your new design. How does adding hidden information change the nature of the strategy? Why do you think this is so? 20CDT62 _ GD _ UNIT II _ Designing and Editing Gamess 06/16/2024 47 Exercise 5.7: Information Structures • What type of information structures are present in Unreal Tournament, Age of Empires, Jak II, Madden 2008, Lemmings, Scrabble, Mastermind, and Clue? Do they have open, hidden, mixed, or dynamic information structures? If you do not know one of the games, pick a game that we have not mentioned and substitute it.
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Interacting with Systems • Aspect of interaction with the system is in the form of two methods. – Control – Feedback
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iting Gamess Control • The basic controls of a game system are directly related to its physical design. • Board games or card games offer control by direct manipulations of their equipment. – Computer games might use a keyboard, mouse, joystick, or alternate types of control devices. – Console games usually provide a proprietary controller. – Arcade games often use game-specific controls.
Computer game controller Console game controller Arcade Game Controller
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iting Gamess Console Game Controls
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iting Gamess Console Games - Xbox 360 Controller
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iting Gamess Arcade Game Types
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iting Gamess Types of Control • What type of controls do you enjoy? – Do you prefer to have direct control over the game elements, such as you might have when moving your character through a 3D shooter? Or – indirect control, as in a game like SimCity? – Do you prefer real time control, like in WarCraft , or – turn-based control, as in Warlords II?
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iting Gamess Exercise 5.8: Control
• For the same games mentioned in Exercise 5.6,
describe the methods of control they use: direct or indirect, real time or turn based. Are there any cases in which these distinctions are mixed?
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Feedback • Feedback can be – positive or negative – divergence or balance in the system.
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iting Gamess Positive and negative feedback loops
Positive and negative feedback loops
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iting Gamess Positive and negative feedback loops
• In the first example,
– if a player scores a point, they get a free turn. This reinforces the positive effects of the scored point, creating an advantage for that player. – A negative feedback loop, on the other hand, like that on the right, works against the effect of the point. In this example, every time a player scores a point, they must pass the turn to the other player. This has the effect of balancing the system between the two players rather than allowing one player to get a larger advantage over the other. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 58 iting Gamess Reinforcing and balancing relationships
Reinforcing and balancing relationships over time
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iting Gamess Reinforcing and balancing relationships
• Generally, reinforcing relationships are ones
in which a change to one element directly causes a change to another element in the same direction. This might force the system toward one or the other extreme. • By contrast, in balancing relationships, a change to one element causes a change to another in the opposite direction, forcing the system toward equilibrium. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 60 iting Gamess Interacting with Systems • To improve gameplay, – a good designer must be able to evaluate how quickly or slowly the game is progressing. – a good designer must be able to understand if there are patterns to growth or contraction in the system caused by reinforcing loops, and know when and how to apply a balancing factor.
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iting Gamess Unit 2 : Contents (ch 4, 5 and 6) • Working with Dramatic Elements (ch 4) – Challenge – Play • Working with System Dynamics (ch 5) – Games as Systems – System Dynamics – Interacting with Systems • Designing a Game (ch 6) – Conceptualization • Coming up with Ideas • Brainstorming Skills • Alternative Methods • Editing and Refining 06/16/2024 • Turning Ideas into20CDT62 a Game_ GD _ UNIT II _ Designing and Ed 62 iting Gamess Conceptualization • Conceptualization Steps: 1. Coming up with Ideas 2. Brainstorming Skills 3. Alternative Methods 4. Editing and Refining 5. Turning Ideas into a Game
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iting Gamess 1. Coming Up With Ideas • Great ideas come from great input into your mind and senses. • Csikszentmihalyi describes the classic stages of creativity as follows: – Preparation: Preparation is becoming immersed in a topic or domain of interest, a set of problematic issues. – Incubation: Incubation is a period of time in which ideas “churn around” below the threshold of consciousness. – Insight: Insight is sometimes called the “aha!” moment, when the pieces of puzzle, or an idea, fall together. – Evaluation: Evaluation is when the person decides whether the insight is valuable and worth pursuing. Is the idea really original? – Elaboration: Elaboration is the longest part of the creative process; it takes the most time and is the hardest. This is what Edison meant when he said invention is 99% perspiration and 1% inspiration. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 64 iting Gamess 2. Brainstorming Skills • Brainstorming Best Practices – 1. State a challenge • Example challenges – Design a game in which players must make strong alliances and then betray them. – Design a game with a special role for parents to play together with their children. – Come up with a game that makes interesting use of only one button for control. – 2. No criticism – 3. Vary the method – 4. Playful environment – 5. Put it on the wall – 6. Go for lots of ideas – 7. Don’t go too long
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iting Gamess Exercise 6.4: Blue Sky Brainstorm • In this exercise, use the techniques previously described to do a brainstorm for a “blue sky” project. By blue sky, we mean that we know this project could not technically be made today, but we are going to pretend it could. The challenge is to come up with ideas for a “remote control” for a stereotypical character. Choose a character from this list: • Door to door salesman • Busy mother • God • Superhero • Politician 20CDT62 _ GD _ UNIT II _ Designing and Editing Gamess 06/16/2024 66 Hint • First, brainstorm about the character: • What does the character do? • What makes the character interesting? • What aspect of the character would it be engaging to control? • How does the character react? • Does the character have free will? • Next, brainstorm features for your imaginary controller. • What will it look like? • What could each button do? • Remember, this is “blue sky,” so the buttons can do crazy things. Have fun with this! Come up with as many ideas as you can. 20CDT62 _ GD _ UNIT II _ Designing and Editing Gamess 06/16/2024 67 3. Alternate Methods • List Creation • Idea Cards • Mind Map – Mind mapping is a way of expressing ideas visually. You start with a core idea in the center and let related ideas radiate outward. You can use lines and different colored markers to connect ideas. Mind mapping provides a structure for thinking in a nonlinear manner. • Stream of Consciousness • Shout It Out • Cut It Up • Surrealist Games • Research
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iting Gamess 4. Editing and Refining • Technical Feasibility – Sometimes you come up with an idea, like our blue sky character remote controls from Exercise 6.4, which just is not technically possible yet. • Market Opportunity – Sometimes there is no market opportunity for a particular idea. Again, this does not mean it is a bad idea; it just might not be advisable to do it right now. • Artistic Considerations – If you do not think this idea is artistically challenging, then cutting it might be the right decision. • Business/Cost Restrictions – Sometimes an idea is just too expensive, or too ambitious for your team, time frame, or budget you have available. If the idea cannot be scaled down, then cutting it from your list might be the best answer 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 69 iting Gamess 5. Turning Ideas into a Game • Focus on the Formal Elements • Practice, Practice, Practice • Feature Design – design new features for existing games. • Feature Storyboards – The most powerful way to explain your ideas for new features is to visualize them. A good way to begin is to use screenshots from the existing game and edit them to explain what the player sees when they use your new feature ideas. 06/16/2024 20CDT62 _ GD _ UNIT II _ Designing and Ed 70 iting Gamess Exercise 6.9: Feature Design Exercise
• Think of a feature you would like to see added to
one of your favorite games. We are sure you have plenty of ideas on this one. It does not matter how far-fetched or technically difficult the idea is at first because you are not going to actually build it. Rather, you are going to illustrate how it works using storyboards and words.
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Thank You
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