Chapter 10 Lessons from Game Design Chuck Clanton, Aratar, Inc.

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Chapter 10

Lessons from Game Design

Chuck Clanton, Aratar, Inc.

Presentation by Andrea Kirk

April 15, 2020 Ch. 10 - Lessons from Game Design 1

Creation of a game

Game design

Game elements

Lessons from previous games

April 15, 2020 Ch. 10 - Lessons from Game Design 2

Important Elements of

Game Design

A good game sells millions of copies, but is later discarded when the game is mastered

The game should hook the player in the first

10 minutes of play

Players should be able to develop more skills and achieve greater accomplishments

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Games vs. other software applications

Currently, HCI communities and game designers have very little interaction, but both would benefit from it

Example: In games, frustration is the way to a feeling of accomplishment

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Game Platforms – PCs

Control via keyboard, mouse, optional devices

Allows for more complex games that require more sophisticated control

Updateable

PC games often more “cerebral”, for older audiences

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Game Platforms — Consoles

Living room boxes and portable, handheld units

No need to “install” anything

Control via a special control pad with a specific number of buttons and a directional control

Not updateable – when first released, more powerful than most PCs

Games usually more action-oriented

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Audience

A different concept of designing for the audience: designers are also the audience

• “Fun” is hard to capture from useroriented design methods

Reaching the audience

• hardcore gamers vs. “light” gamers

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Elements of Games

Challenge ramp

Stories vs . histories

Interface

Mechanics

Gameplay

Conflict

Point of View

Fun

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Level Design

Hook player within first 10 minutes of play

Variety and pacing within levels (ex: a very challenging level followed by an easy one)

A definite feeling of progress – each level is a step toward the final goal

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Level Design, cont’d.

A specialty within game design and a large focus in game creation

Game designers create a framework that level designers work in

Challenge ramp – “the progression of player skill and game challenge through the game” (p.305)

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Stories vs . Histories

Histories – “open”; players control their path to victory

Stories – “closed”; there is a predetermined story that the player learns about as the game progresses

• Solve puzzles and problems to get more storyline

• Definite right and wrong choices

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Game Interface

“The details of how the controller of keyboard map to functions, and the output displays on the screen that provide game information” (p. 307)

Very little standardization across industry

Designers try to map UI to tasks closely

Games may have unique UIs for special in-game tasks

The UI can be part of the fun

Designers should understand controllers when designing games

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Game Mechanics

“The ‘physics’ of the world of the game; for example, the simulated and simplified flight mechanics of a fighter pilot game” (p. 307)

Flying, driving, shooting, picking things up, etc.

Mastering the mechanics can be part of the fun

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Gameplay

“the mission of the player in terms of goals and subgoals, including both official scoring and secondary rewards” (p.307)

Also, tactics and strategies to achieve those goals

Levels should offer progression

• End of level – boss or a path to a new level

• Entire level may teach the player how to beat the challenge at the end

Side quests and optional activities

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Conflict and Challenge

“The satisfaction of solving a problem is proportional to its difficulty and the amount of frustration that was tolerated prior to solving it”

Need a great villain to make victory more satisfying

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Point of View

Third-person – player watches a proxy that can be emotionally identified with

First-person – no proxy; may or may not have a specific role

Watching from a third-person point of view can convey more emotion to the player, much like watching a movie

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Types of Games

Genres: action, adventure, strategy, driving, fighting, role playing, etc.

Many newer games cross more than one genre

Classification by skills involved: reasoning , hand-eye skill and luck , attention and strategic thinking

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Games of Reasoning

Exploration and solving problems

Little or no time pressure

Simple controls

Key-lock problems

• find a “key” item to use in a “lock”

Combination lock problems

• need special knowledge

Mission that sounds like a story plot

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Games of Hand-Eye Skill

(and a Bit of Luck)

Player learns hand-eye skills to control proxy

Usually require more advanced skills and tactics as player progresses

Single players can fight non-player characters (NPCs)

After learning to defeat NPCs, look for human players

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Games of Attention and

Strategic Thinking

Player makes long-term decisions

Games can be realtime or turn-based

Often complicated to learn and play – requires control and understanding of many different kinds of units

Again, players can learn by playing against NPCs

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Lessons from Games

Resident Evil

Myst

Populous, the Beginning

Silent Steel

You Don’t Know Jack

Metal Gear: Solid

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Resident Evil

Solve a mystery while fighting zombies

Action/adventure game

Puzzle motifs improve the pacing

Third-person POV draws in player, like a horror movie

Good soundtrack adds to the emotion and provides anticipation

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Resident Evil, cont’d.

Camera – “camera positions are carefully chosen to dramatize the scene” (p. 318)

• But this can make it hard to see where the proxy is!

Grabbing the camera – stopping the action for a closeup

• The change in view changes aim

• Screen-relative: press left to attack left side of screen

• Character-relative: press left to attack at left side of character (could be right side of the screen)

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Myst

“One of the largest selling retail games of all time”

(p. 319)

Adventure game with a simple UI

Good sound and visuals

Rhythmic pacing, puzzle motifs

Quest is to free one of two brothers: “The choice is uncertain, but the quest itself is not.” (p. 321)

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Myst , cont’d.

Very little moving video – uses sound to imply movement

Film cuts during character movement

Problem: violation of consistency

• Consistency with user expectations is more important than uniformity

Problem: problems are somewhat difficult for novice gamers

• Wide distribution of elements of solutions

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Populous: the Beginning

Player controls a civilization

Progress – more spells, units, etc. – new things can be taken from defeated enemies

Levels are distinct from one another; early levels are for training

Game provides help, but not too much

User testing revealed a major flaw

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Silent Steel

Submarine simulation

Interactive movie – player chooses statements made by character

Conversation mechanics

Conversations are consequential to the path of the game

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Silent Steel , cont’d.

Problem: consequences should match actions

• Player usually gets to make pivotal decisions

• In one important case, they do not – unfair!

Problem: consequences should be immediate

• Like strategy games, actions have long-term affects

• But this isn’t a strategy game! Bad early decisions can make no-win situations – unfair!

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You Don’t Know Jack

A trivia game show

Very TV-like atmosphere

Humorous, mocking

MC

Player-aware

Accelerated pacing

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Metal Gear: Solid

Action/adventure game

In-game retry on failure

• In other games – proxy dies, then player must reload from a saved game

• In MGS , game automatically restarts at last continuation point

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Metal Gear: Solid , cont’d.

Game mechanics vs.

story mechanics

• A villain thought to be dead is shown to be alive

• A victory in terms of gameplay, but adds tension to the story

Breaking the frame – in-game characters talk about the meta-game

(controls, advice for gameplay, etc.)

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Conclusion: The Great Divide

The market for games is much more demanding than the market for other software: games must be “fun”

Game design and application design communities know little about each other, but each could benefit from using some of the other’s techniques

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