Matakuliah : T0944-Game Design and Programming Tahun : 2010 Game Design (2) Pertemuan 9 Game Design • Creating User Experience • Game play • The internal economy of game and game balancing Creating User Experience • Interactive Element – The interactive part of the user experience is concerned with the way the player interacts with the game. • Visual Element – The visual element concern the overall impact of the artwork and how it meshes and combines to present an overall consistent picture of the player. • Audio Element – Many games are unplayable without audio element. This clearly indicates the importance of sound. Interactive Element • • • • • • • Navigation Screen Layouts Meeting Expectations Hardware Consideration Simple user interface elements Word and Pictures Hiding Complexity Interface Guidelines • Interface theory preformed by University of Alberta: – – – – – Be consistent Enable hardcore player to use shortcuts Give good feedback Design the interface to offer defined tasks Don’t allow the player to make silly mistake, and allow recovery from minor errors – Permit easy reversal of actions – Remember that the player is the one in control – Don’t strain the player’s short-term memory. Visual Element • 2D • 3D – Polygon based engine – The industry has been moving toward more and more 3D games. Audio Element • Sound Effect • Music Game-play • Pure Challenge – Explicit Challenge is an intentional challenge specifically designed by the game designer – Implicit Challenge is an emergent feature of game design. • Applied Challenge – Is combination of one or more pure challenge form applied to a given game-play situation or style Pure Challenge • Logic and Inference Challenge – Test the ability of the player to assimilate information and use them to decide upon the best course of action. • Lateral-Thinking Challenge – Are an extension of inference challenge – Tasks the player to draw on his previous experience and knowledge and combine in a new and unexpected way Pure Challenge • Memory Challenge – Tax the player’s memory of recent game events. • Intelligence-Based Challenge – Rely purely on the intelligence quotient of the player. • Knowledge-Based Challenge – Rely on the knowledge of the player. Pure Challenge • Pattern-Recognition Challenge – Pattern were the most efficient way to code for interesting game. – Patterns are always there in games. • Moral Challenge – Is a high-level challenge that can operate at several levels. • Spatial-Awareness Challenge – Are specialized hybrid of a memory challenge and an inference challenge. Pure Challenge • Coordination Challenge – Test the ability of the player to perform many simultaneous action. • Reflex/Reaction Time Challenge – Test the timing abilities of the player. • Physical Challenge – Are extremely rare in games, because needs specialized hardware. Applied Challenge • • • • • • Races Puzzles Exploration Conflict Economies Conceptual Challenge The internal economy of game and game balancing • Static Balance – Is concerned with the rules of game and how they interact with each others • Dynamic Balance – Cover the opening, mid-game, and endgame of classic game analysis on a much finer scale. Static Balance • • • • • • • • • Randomness and Average Values Dominant Strategies Symmetry Transitive Relationships Intransitive Relationships: Rock, Paper, Scissors Trade-Offs Combinations Emergence Feedback Loops Dynamic Balance • The player can: – Restore a balance – Maintain a balance – Destroy a balance Balanced System • Game-play should be set up to do the following: – – – – – Provide a consistent challenge. Provide the player with a perceivably fair playing experience. Avoid stagnation. Avoid trivialities. Allow setting of difficulty level.