Document 15079336

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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
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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:
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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
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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
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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:
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Provide a consistent challenge.
Provide the player with a perceivably fair playing experience.
Avoid stagnation.
Avoid trivialities.
Allow setting of difficulty level.
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